#Morrowind
1 messages · Page 2 of 1
.@.:/mnt/d/Game Libraries/Steam/steamapps/common/Morrowind$ ls -i
844424930889492 AllSettings.ini 844424930869267 'Morrowind Launcher.exe'
844424930885101 artifacts_readme.txt 562949954178967 MWUninstall
3096224743821483 Bethesda.TXT 844424930884913 NRD.dll
2533274790400174 binkw32.dll 844424930884957 NvLowLatencyVk.dll
2533274790400268 CRC.txt 844424930884837 nvngx_dlss.dll
2814749767110842 d3d8.dll 2533274790400361 NvRemixLauncher32.exe
844424930885004 d3d9.dll 1407374884306800 ProgramFlow.txt
844424930884843 d3d9.pdb 562949954178840 readme.txt
562949954178843 'Data Files' 3940649673953339 rtx.conf
4503599627374794 dxwnd.dll 844424930884538 rtxio.dll
2814749767110862 dxwnd.exe 844424930885136 Saves
1407374884306708 dxwrapper.asi 844424930885129 steam_autocloud.vdf
10133099161587891 dxwrapper.dll 844424930889605 Stub
3377699720532080 dxwrapper.ini 844424930884542 tbb.dll
844424930885312 'dxwrapper-morrowind launcher.log' 844424930884832 tbbmalloc.dll
4785074604085283 dxwrapper-morrowind.log 2533274790400401 ThirdPartyLicenses-bridge.txt
844424930884961 GFSDK_Aftermath_Lib.x64.dll 2533274790400404 ThirdPartyLicenses-dxvk.txt
562949954178842 license.txt 844424930884537 usd_ms.dll
844424930869270 Morrowind.exe 1407374884310202 Warnings.txt
562949954178838 Morrowind.ini
I think those logs are new since dropping in the propper d3dd8.dll
can you share them?
I tried both configurations.
For archlights config I shared the issues and logs I ran into: https://github.com/anchorlightforge/Morrowind-Remix/issues/1
For the main/pinned config it's failing so early I don't have logs, I'm sure its something on my end but I'm not sure exactly what.
If I remember correctly you need to configure the Steam version via the INI because it the launcher simply doesn't work if you install to your C drive. I had Morrowind working only after I made an edit to the INI itself.
The repo is mostly a placeholder right now so we can continue to improve on the existing work, I wouldn't treat it as the definitive resource right now.
I'll check back in a few hours to see if I can figure out exactly what's happening, I was getting a black screen at first with this game as well.
My custom dxvk remix build should pretty much be identical to the main commit it's based on but with a few extra imgui additions.
I couldn't get around to it tonight, but thanks a ton for filing an issue. I'll try to give it a look as soon as I can with a fresh config, hopefully within the next 24hrs.
Okay, so I'm taking a look right now. I can only get the game to crash when using fullscreen mode; windowed mode appears to be stable using d3d8to9.
When using the Morrowind Launcher in the Steam version, you'll have to run the launcher as an administrator for any settings changes to take effect. Use this when setting pixel shader settings or fullscreen/windowed mode. Most of your other options can be changed in the INI.
I'll be updating the repo in a bit with a slight tweak that fixes some rasterization on the starting docks.
i'm also getting black screens after the bethesda logo
I can get a tad farther, visual output stops after the intro video for me.
hey, guys
terrain blending works properly in Morrowind
just use these settings, and mark the terrain textures
there are some issues, like flickering
actually just turn off Use Terrain Bounding Box in the Terrain System tab, it fixes that
Hello there guys!
Can we change the aspect ratio?
By the way getting this to work has been horrible due to some GitHub bugs with the releases 😂
I did exactly the same stuff I tried yesterday, but today it worked
I wasn't able to download some files
Don't pay attention to the distorted colors, that's my monitor
I should try this again, I've been lost in BG3 but I would like to play morrowind with mods.
I bet step 1 & 2 can be merged now that the updated downloads rtx-remix as well.
Is there still issues with crashing upon entering new cell?
that was a long time ago. should be fine now
dxwrapper_dx8 Download not working.
you're following the outdated tutorial. i'll unpin that one, i forgot to
#1097049994156060682 message
refer to this one
Thanks for the very fast info 🙂
got some distant land to load in remix now 
but it crashes at high render distances when you turn around
(you can walk forward tho)
kinda works. stable at viewdistance of 2 😄
Been playing around with things now, enhanced some textures... and man oh man does this game start to look good.
Still unable to figure out how to get MGE XE working
Seems like either it's enabled, or remix is enabled. But not both.
There is only a way to get MWSE to work (it’s a setting in MGE called “pass-through”) my screenshots above are tests to get distant land to also work
Well, I can technically install MGEXE. But to get it to run I have to select "Disable MGE in-game" which kind of defeats the purpose of having it right? Like, wouldn't that disable distance terrain?
Ohp, well now I can't even get it to run with MWSE enabled lol
There, I can get it to load with these settings. But even so remix won't load with it enabled.
Distant land doesn’t work in MGE+Remix
That’s what I’m trying to do
Yeah I finally got MGE+Remix to load and saw distant land wasn't working lol
Has anyone tested with the Morrowind Code Patch?
Yeah works just fine with MCP!
Only bumped into issues when trying to get MGEXE to work, but that too is also working with the right setup
Though obviously as stated above by rfuzzo, distant land isn't working.
Yeah I’m once again burnt out by this
there’s always another problem cropping up
I can get MWSE mods and remix to work together - but when I try to get distant land to work it crashes after a while
How did you get them working? I can't get MGE and Remix to work together at all, even with distant land disabled
Brand new to this so forgive me if this is obvious. But I am attempting to use the AI PBR generation tool in RTX Remix with Morrowind, and it's failing because it says my CUDA device does not support bfloat16. I don't know what that means, but I looked up bfloat16 and it says that was introduced in CUDA 7.5, so I looked up what my GPU supports and it says CUDA 7.5, so idk what the issue is. Does anybody know?
there's an issue open on Github for this: https://github.com/NVIDIAGameWorks/rtx-remix/issues/311
right now it seems like you won't be able to use that portion of the toolkit, sorry
Dang, thanks for the speedy answer tho! Hope they get that fixed soon.
I wrote my own version of MWSE that works with remix
but i never got distant land to work so I kinda gave up
Recent versions of remix however support the vertex shading that distant land uses… that’s good. But it always crashes after a while
Are You using frame generation? might be worth disabling if so.
Also It may help to activate all the rBAR options for the game with Nvidia profile inspector. I found Morrowind and other titles are a lot less crash prone with remix and rBAR enabled and far more so when also putting frame gen in the mix for Me anyways. went from random crashes to runing for hours.
Is there a newer config?
I tried using the last posted config. but it just gave me a grey screen with the newest runtime
I think that's an issue with the game and runtime. When I was testing this long ago it got very picky about full screen versus windowed and the launcher wasn't very reliable.
Ok I got it to work and the game looks really amazing in some aspects, but also still has a lot of texture display problems.
Like a lot of textures are just not there, especially the water
But I’m sorta guessing that’s just how the game is with rtx rn and there is no fix
Considering the very first announcements for RTX remix were using Morrowind as an example, I'm reallyi surprised there hasn't been more of an effort to get it working well
There's been a handful of individual attempts but nothing really organized like you see with Underground 2 or HL2. I remember writing a tool to write materials for Fallout 3/NV some time last year and I'd like to take a stab at it some time for MW but it's sort of up in the air right now while I'm focused on other things, I think someone else earlier in the thread also had a NIFtools based system for this game but it's been a while.
Remix is still in its infancy and someone will definitely step up to make this happen some day.
Oh totally. I just would have thought that this would have been one of the obvious games to get a ton of attention.
Yeahhhh I think part of the issue with this game has always been instability in the open world areas, I feel like mileage has varied a lot between users.
Some of the difficulty I'm sure is around the trouble with getting Remix to do distant land.
This was one of the first games I actually took a stab at back when Remix was new and a lot of the confs I shared around reflected that, which probably didn't help.
there seems to be a lot less love for MW overall here. i myself like it (and i also tested it early on), but it's not the kind of game i'd want to dedicate myself to
i have zero experience with modding but man i’ve been waiting to replay morrowind after a long while with remix
I started with Oblivion partly for the challenge (it was originally assumed it wouldnt work) and partly because I thought Morrowind was going to be well and truely covered. And initially it seemed to be; but we're all just slammed for time these days it seems. Makes it a bit challenging.
It's been a bad year for the game industry in general... 😅
Small update: distant land now works semi-out of the box since the latest remix release. It doesn’t crash anymore and renders correctly - but the FPS is terrible and there are artefacts all over the place. So…still not really useful but better
try changing the primary denoiser to ReBLUR instead of ReLAX
Hey, can you all confirm that RTX Remix and is stable? (not expecting a fully stable gameplay, but even a bit makes me happy)
I'm considering modding it and do another playthrough due to me getting recently into D&D (idk, missed Morrowind and wanted to try to make Nerevarine on D&D)
If I'll mod the game, I'll consider that shaders are a Big no. And since I'll be modding it, I won't ask for support on here
last time i tested it (like... August) it was extremely stable
i imagine it'd have only improved since then
I tried it two nights ago with 4.1 and had only a few minor issues which were due to my base install of Morrowind.
But I didnt get to try it for very long.
Did you play vanilla?
I'll jeep this in mind too
It’s stable but
- doesn’t look particularly good imo
- and you’re missing out on a lot of mods (all mods requiring mwse or mge)
- OpenMW isn’t supported
- and you should run the Morrrowind code patch (with “MCP skunk works”) from nexus on the original exe
is it okay if i like vanilla?
not okay
absolutely not okay and it also violates the server rule so you're now wanted
i push the fog slightly back in the .ini i’m one of you guys
why isn't MWSE compatible?
we use FOSE, NVSE, and SKSE for their respective games
it isn’t fully compatible iirc as it interfaces with the graphics extender
as in: some mwse mods that access the MGE api will crash
would it be possible to form a whitelist of compatible mods then?
Probably, but has anyone even tried to run mwse with Remix-Morrowind lately?
i'm not sure
I only did a fresh install of Morrowind with remix last night.
I can try slapping on the dlc, latest patches and mwse today.
All I have to do is get out of bed 👀💦
😄 a formiddable hurdle!
I ran it a 2 weeks ago with the latest Remix at the time, with 7 MWSE mods that worked fine. there's still the same issues with culling and stuff though so I gave up again for the time being.
so If I wanna mod morrowins, I'll have to choose a non-openMW modlist. Doesn't OMW look better tho?
if you want to use Remix you have to use vanilla morrowind yes (for now anyway)
oh so not even modded?
last I heard, Remix is incompatible with OpenSceneGraph which OpenMorrowind uses
Not every modlist uses OMW tho, so Technically RMX might work if the ML doesn't use OMW
that's what I said, didn't I?
yes I'm trying to make my brain work, sorry
I was able to get it running with dxwrapper and remix 4.1 just the other day, so in theory you should be fine to try the latest packages.
Im not seeing distant terrain and am still having a few crashes, bit afaik that's par for the course atm.
So like the tool folder?
The tool folder?
Sorry if Im a bit slow on the uptake today, running a small fever 😅
Download the latest release from the combined repo (0.4.1) and copy at least:
.trex
d3d9.dll
NvRemixLauncher32.exe
Into the same folder as Morrowind.exe 👍
did it already
Oh, I saw your post about expired githib action builds and assumed you were still setting up, or re-setting up. My bad.
Oh hey sorry, this repo is pretty dead.
I'm very tempted to just erase this repo as I don't think it has much useful info.
Much appreciated
F in chat
Yeah that repo was back when we didn't really know the legality of sharing the dxvk runtime, plus they weren't shipping debug-optimized in artifacts. So I had a custom fork with the raytracing enable toggle exposed in release builds.
I'm not spending a lot of time with Morrowind so I wouldn't feel comfortable owning the repo for it.
understandable
I'm trying to make the Tool work on MOISE, a Morrowind modlist. For now, it doesn't work, which doesn't make any sense since every mod is an addition, nothing graphic related. If not for a sort of patcher which is 90% the reason the game crashes
You can have my mwse build with distant land if you wanna play around with it
it’s basically mwse put into the wrapper with some tweaks
I need to commit my latest changes tho still
https://github.com/rfuzzo/d3d8to9
here it is now: an experimental port of MGE-XE onto d3d8to9 to enable distant land with rtx-remix
Spoiler: It's broken and doesn't look good and has awful performance 
Usage:
-
Install Morrowind Code Patch (and Code patch Beta: "MCP Skunk works" on Nexus) and run the code patch once.
-
Install Remix
-
Install MGE-XE
-
Update MWSE (run "MWSE-Update.exe")
-
Create distant land with MGEXEgui.exe
-
Clone this repo and compile in Release (or Debug_RTX) configuration
-
place the created d3d8.dll next to Morrowind.exe
-
Run Morrowind.exe
You're too kind, thank you for sharing this!
Do you have any suggestions about what to avoid in order to make the tool work even with mods?
I'd say- Mods that add content should be fine, but shaders and graphic stuff is a no-no
it's super buggy, as in: looks bad and is unplayable and flickery
that's it really. content mods work, and as for MWSE mods: it depends on basically what you said: shaders and graphic mwse mods may or may not work
I might try to look for a wabbajack content-only modlist
wdy think
sounds good. tho that paragraph makes it obvious the mod list creator has no clue about the engine or openmw 😄
What matters is that the Tool works
xDD
https://www.nexusmods.com/morrowind/mods/45886 I wonder if this is compatible?
it uses MWSE so it's compatible with any remix+mwse setup
it's one of the 7 mods I tried a while back. IIRC it works for the most part. Graphic herbalism should work as well.
good. I wanna make a modlist for Remix compatibility
outdoor lighting still doesn't look great in remix
that's what I posted above
oh
lmfao
I thought Distan Lands was something made from the patcher
wait where does the Git clone put the cloned repo
I wonder if generating distant land with the old MGE would work any better. I think I had better luck getting it to actually load last year by generating it with that then loading it via a modified MGE XE.
Also, I don't get what to do xD like, should I download the MGE folder?
I really feel dumb, I get so lost with GH sometimes.. xD
Thanks!
It would be helpful to put this in releases because 99% of people aren't coders or know how to compile code
Agree, I'm dumb
Yeah I will, but I mean it’s all but unusable. The game looks much worse in Remix than with normal shaders
screen all black, with these two windows extremely white. Tool works but the game seems frozen
- Tool irresnponsive as well
Don’t click that if you use my version
gotchu! Any tip for the previous pic?
Not really. What am I looking at? 😄 did the game’s intro video play?
https://youtu.be/tWCmxdJv84k HD version is still loading...
but check the video out
@kind elbow Quick question, any reason Morrowind is using the dx8to9 project and not using dxwrapper's dx8 wrapper?
Oh cool, yea thats what I set up before this fever kicked my ass 😂 (it was the Spicy Plague, but Im more or less recovered)
glad you're feeling better
Had all my shots and a long weekend. Sucked a bit but I mostly slept through it. Took some extra time off so I dont infect the lads at work so now it's Remixin' Time 😂
can someone check my vid whenever y'all can? :')
hmm try running it not from steam but just double click the Morowind.exe directly
and try running mwse update again
is it normal that mwse close immediatly? it shows a console for half second then poof
and no, it's not workin unfortunately
Yeah that’s fine, it means you’re up to date
Nice it worked! Did you press Alt+Z for remix and categorise the UI textures?
you need to do that for the UI to show. Did you read the Remix Wiki?
doesn't ALT + Z open the nvidia recording thingy
Ah yeah I meant alt X 😄
There’s also some pre-filled remix conf files floating around in this channel you can use
Probably pinned
I totally forgot to do that!
@silent sentinel the conf file is in the instructions in the pin
I'm so happy you guys are still working on this. Did you all ever get distant lod with MGE figured out?
Oh also rfuzzo I've been using your immersive travels mod...
You absolute mad lad, you replaced abot's mods for me.
Walking on boats is so kino.
Yeah it “works” now, see here: #1097049994156060682 message
though tbh it was Remix who added compatibility
@willow pawn are you able to update the original message in this thread to point to my instructions here please?
#1097049994156060682 message
Yep, will do soon!
Done!
so now that distant land "works" I've Started getting my feet wet with the tools.
some upscales going on here, pbr textures. Changed the lights and added some as the original cheats a lot on light placement)IE: the chandler is technically one light.fixed that.).
prob done some other things as well. IDK.. this will take a while.. like a long while.. I'll be back.
can someone tell me how to remove the massive dome over my head? no matter what texture i ignore it doesn't go away
@keen bobcat You need to tag the textures as sky textures via the game setup tab. There are a fair amount of them. Probably the most annoying part really is doing this.
A improperly tagged texture can also cause this as well. more or less though the sky should look near perfect when set up.
i can't highlight that texture for some reason so i can't tag it so i've just been doing random ones
@keen bobcat Oh wait this might be because of the the cross hair issue.: for some reason the cross hair needs to be tagged as UI in remix and then enabled as well via the games options. Seems to cause what You showed in that screen as well. with certain weathers and what not, I'd make sure nothing else is tagged weirdly though
should look like this when set up nice. weather is set to cloudly here i think.
I marked it as ui and the dome is still there sadly and I've been marking all the other ui as well no fix yet
Yeah it's not easy really. I have a pretty modified morrowind install currently so My config won't help much as the hashes will be different sadly.
I have a few recommendations though.
Start the game to the menu and tag the ui elements first before loading in to the game. IMO these are the most important one to tag first properly imo as any mistags with these will causesome dumb stuff to happen. tag what you can at the menu and definitely the crosshair as well as it should be loaded in the list even there.
Once loaded You can tag the rest of the ui. You can get a idea what should be there from the pics above. UI elements have common dimensions to use a cheat to find potential ones (such as 256x16, 32x32,64x64,2x16,8x16,16x16 to name a few.)
Then start on sky textures. The moons,planets and sun are the easiest I guess here. the nebulae and stuff is a lil like whack a mole though.
after that do as much particles as you can. the chimney smoke,torches, ash pits in tombs. ect.
You can also take a look at the textures by extracting the bsa files.(it's a good idea to extract them to data files anyway) they are properly named(tx_sky_rainy.dds,menu_bar_red.dds,menu_exitgame.dds,ect) and you can open them in any img viewer to cross check.
What can help (
) as well is to enable the Sky Auto Detection and set the mode to By Camera Position, these settings can be found in the parameters tab next to texture tagging (names might differ slightly)
Seems to work (for me) for Morrowind, albeit not as well for the latter games.
so close to getting the grass working. I think....I can get remix to see them in the texture list but tagging them has no effect.
Morrowind has no grass (without distant land)
Yeah I got the distant land running.
I generated the groundcover and oddly remix sees the grass textures for tagging but not the meshes though so no grass actually renders
However The meshes and grass gets rendered fine by activating the grass plugins in the launcher. which isn't correct method I know. and remix can capture all that fine.
(first pic is remix with the grass generated with distant land but not rendering .,but the grass is available to tag so it's getting called i guess... second pic is with the plugin on for science)
Ah? How did you get distant land to run?
Or just the grass cover?
And yeah the way MGE shows the grass is by directly drawing it in the render scene, not sure exactly what remix captures
I guess it also depends on how you got MGE to run with remix
Through the d3d8 that You posted. Pretty sure that's the only way currently. remix crashes with a original MGE XE d3d8
Ah nice haha 
it's looking promising though. maybe Hrnchamd will be active again soon.
some of the other shaders work too really. atmospheric scattering and the other fog one... water works but it's ugly as heck. disabled the animations and translucent'ed the entire sea textue witha alpha for refections,
https://www.youtube.com/watch?v=Y91wHgy5dTg
added a empty RootCollisionNode to the grass meshes(via NifSkope). works ok for the meantime. foggy as shit in this vid but yeah.
no collision test grass+,distant land, no enhancements active.
I mean morrowind was always foggy as shit so it's ok
Yeah I don't Mind it too much but I'll get balanced out more hopefully. It's a far cry from how this looked around remix 0.1.1 though I'll say that much.
Got terrain baking working fine now as well.everything blends fine, No disappearing or glitchy ground.
I'm pretty sure more tailoring could be done to MGE XE to make it more compatible as well but that's beyond My abilities. need a programing god in the chat.
done some tweaking. almost there I think.
did you enable distant land at all?
the viewdistance can't be that high in your pic 🤔
yeah it's on the default of 5 cells. Fog is hiding it a lot. view from the opposite direction.. I pretty sure I got something tweaked weird or something else though because it was pretty decent in the pics from the other day.
Yeah I think I'll come back at it fresh after some sleep. I see where I went wrong now. I wasn't paying attention at some point within the last 24 hours and My installs are mixed up/cross contaminated with each others files. I'll start over tomorrow.
Maybe there's a sky tagging issue or something along those lines with how remix renders them. This is a pic is from a fresh start while tagging textures to get set up.
The more I tag though the worse the entire atmosphere gets. blue and foggy ,which then results in a scene that caused Me to re-install again yesterday.
I haven't done much in the way of replacement in those vids... had to start fresh. Just getting at it again...which I don't regret at this point, as I've solved "most" issues for now with the sky.
Trick was to not tag sky textures at all as sky textures. the way the game fakes most of the sky effects including the sun and moon which is about 10 feet in front of your character model . the same deal with the fake sky domes that float directly above the character to fake the clouds/stars.. like there is no atmosphere... its all fake when you look at it all untagged in remix via the app. all of it.
a interim solution is either to tag sky as a hidden instances or ignore them altogether. another option is to capture all that garbage in a capture then DELETE the mesh for it in the app and save it to a mod:Which is the route I've ultimately chosen right now until perhaps I can figgure out out to correctly render/ reimplement a sky.. I mean it's not bad in the mean time..... I'll have a vid later I guess,.
huh that’s interesting 👀 I would be happy to test some stuff with you if you wanna share that mod, maybe that gives me motivation to tinker with distant land again
Sometime next week tho as I’m away for work until Wednesday
@muted valley for sure just let Me know. that'll give me a chance to get a lot of them anyways.
IMO Morrowind has a lot of promise if we can figure out a few things. The difference between how it looks,runs, and the things that are now working that weren't from just this January to now is a night a day difference. It's gonna take a shit to of work and time to remaster/PBR this beast... but yeah the way it's looking right now got Me motivated for now to tinker at it more.
it's super easy to tag them as well like I said as a hidden instance as well ingame.
also for the sole sake of gaining first hand knowledge of what I'm talking about as well I suggest at some point tagging enough of the UI to get into the game then do single capture so you can see the fake sky stuff in ommniverse/remix app as looking at it will really help understanding in certain quirks of the way stuff is rendered and ultimately how REmix is seeing these calls. it makes it a lot easier as well in making judgments on what actions to take imo.
also terrain/ground textures need to be tagged as both a decal and terrian texture. this stops ALL flickering ground.
hmm interesting I think it didn’t flicker for me with just terrain and terrain baking on
yeah it's not nearly as bad as it sounds i guess. I only came accoss it in certain situations but this method seems to fix all instances of that.
There's a few exceptions to tagging certain things as terrain at at all though that should be avoided I've found. Most of the ground is fine to tag as both and the terrain baker will be fine BUT There's a number of meshes that use textures that are of hills and terrain that while tagging may deceptively seem like they should be ground but are when tagged as such will choke the terrain baker and performance will nosedive. these are usually large outcropping meshes of rocks/large hill set pieces in the world. these should just be decals only to prevent them from going transparent/flickering.
Here's a shot of above the sky dome how it appears when captured and viewed with remix app. the delete button shown will flag the mesh in game via the mod.usd then anytime it gets called.
the capture was taken from the ground.
second shotis the result back in game.
Hmm but do you still have clouds?
Clouds never existed in the way I think remix is expecting them to be for it's sky tagging, the way Bethesda set it up is a complete facade. that dome is how they faked the entire cloud atmosphere.
the entire cloud scape is contained within the underside of that dome mesh ,which has 512X512 texture. While under the original game render /MGXE this is projected on the underside of that dome mesh.... which follows the player everywhere so that it looks like there's clouds.. this isn't in the actual sky in any shape or form.
I'm not sure but I guess remix takes this texture when tagged as a sky texture and attempts to stretch basically something that was projected and intended for the FOV/small area(not even a cell)around the player
basicly I think we need a distant sky mod with the distant land...
or maybe remix will provide a better sky solution in the future..

ah progress: getting the sky working.
MGE XE fog was what was throwing a wrench in the gears getting the sky working. i set the end and start to a absurdly high value and the sky seems to work now better and the fog is much more agreeable I guess.
Day time/the sun looks like trash btw that's why I have no day pics.. yet. night isn't exactly right either. not really sure how to solve this yet but it should be doable.
Interiors are absolutely fine of course day or night.
Yeah interiors have always been good
I "think "I got all the sky effects sorted now. still tweaking for the daytime. got the sun tamed now and "working "just need to tweak a bit.
edit: note to SDR/phone users... HDR monitor needed to view this pic apparently.. there's stars and stuff I swear
I can’t see shit 😄
Can you show how daytime looks? For me it’s still unplayable with distant land
Flickers like hell with DLSS
lol yeah it's super dark on anything but a hdr device. it does look super nice though.(on a hdr device)
Yeah I'll get a pic up of day asap when I get back to My rig. I still get some flicker for sure. definitely managed to tone it down a lot I think from where I began . I think to eliminate it all though either the d3d8.dll needs some tweaking or remix just needs to handle the shader better. IDK though both of this is beyond My ability so it's just conjecture on my part.
I think most of what helped the flicker for me was texture tagging. tagging ground textures as decal textures(can still be flagged for the terrain baker) is what I think helped a lot.(don't tag rocks as terrain though.as decals they seem fine)
For the distant land specifically, IMO there's three textures of note, listed below.
world.dds should be a decal only. terrain baking it brought my pc to a standstill.
it's counterpart world_n.dds should be tagged as ignore
and the world_detail.dds should also be tagged as ignore.
here's day... it's not pretty yet. but the sun is there so yeah...

send help plz
also before I forget, as a note: Remix has issues with high FOV(via MGE XE GUI). (it's not completely stable at 90) When rising over 90 it increasingly becomes more likely the bridge will die. 110FOV and you can pretty much guarantee a single pan of the camera in either direction will result in a bridge crash.
also this thing.(i have no idea what it is but it is another mesh that follows You everywhere. )
Ingame with remix this manifests as similar to the first pic but has no texture so therefore can not be tagged in any way. This mesh is easily isolated in the census office at the end of the hall while you are either in third person or first person without having the crosshair enabled.
To solve this one can grab a capture of the mesh and it can then be flagged as a deleted mesh in the remix app and saved into a the mod which then fixes this when the mod is active ingame.
there's hope though because day looks fine in the remix app.
Hmm doesn’t look anything like that in-game
yeah it's kind of strange. Interiors look the same ingame or in the the editor. Outdoors is completely different however. Personally if it would just render like the editor I'd be getting further along with other things. kinda stuck on this one.
I feel like there was a very very similar issue WeRideForCoffee was debugging related to the Sky Sphere in Fallout 3, which would essentially connect itself as a mesh to unrelated textures altogether: #1106652936026738798 message
They could be passing the draw call through for the crosshair without a texture or with a Discard shader if the crosshair is disabled. Crude but effective.
Yea RTX Remix Runtime definitely gets a bit confused capturing untextured meshes via shader capture from Creation Engine games.
You can also add mesh hashes to rtx.conf to be discarded even when replacements are not enabled.
I dont remember the Key name but it has "Geo" in the name. Something about Ignore ... Geometries or something. I used to use it for the sky dome.
thanks, yeah For this mesh it's 100% tied to crosshair.
I'd wager that a lot of commonalities exist between the games and a discovery in one might apply to another gamebryo game. I know the The sky dome mesh is just about or is the same across Morrowind, Oblivion and Skyrim in nifscope.
I think a few things need to be cut out out of MGE XE.
Firstly MGE XE's Water rendering has to be yeeted.
I've also got a suspicion that the reason remix looks right in the app but not in game, is the weather. If I understand correctly there are no weather's at all in interiors which explains why it looks nearly identical in the app and ingame.. but outdoors is vastly different. MGE EX weather was definitely causing a fog issue on my end until I jacked the end setting to over 9000 in the config and pinned it with read only.
fog also doesn't work in-game
remix can handle fog on it's own I think.
there's most likely two fog systems at play. the mge xe one and the default engine one. MGE should be easy enough to disable some how. the engine would need a hack of somesort I guess to the exe.
remix can handle fog on it's own I think.
never saw it working in tes3
I looked into it briefly before, and MGE and remix both set different fog parameters and flags in the shaders
pain in the ass to debug
yeah I'm not 100% anything is working like it should. fog color can be changed via MGE ex weather editor mod .. so something is doing something i guess
I can't get any fog to display in game when using MGE-for-remix
hmm.. I'm not having that issue.. Kinda wish i did though... I don't want the fog lol
ooofff.. yeah so probably 3 fog systems. remix,MGE,and the game engine.
mge just does it's own thing, I don't think the game fog even exists anymore
that's stuff the mge device sets
and I think if I remember correctly, remix disables some of thos flags too
or something
really? you're in the runtime (not in editor) and use distand land and have fog?

pretty sure. it's set far back here (I cant get rid of it completely) manipulated the color to highlight it...
hmm. wonder what will happen if i flag every cell as interior...
this is with default fog settings with the runtime ingame./distant land is on as well
hmm but that doesn’t look like you can see behind 1 cell
Can’t see any distant land thwre
also same time of day. ingame vs the app.. Nvidia please fix.
I assume the capture is just straight up ignoring any weather. now just to figgure out how to apply that during runtime.
god these are just black for me 😄
hdr lol. sorry
why are all your pics so damn dark
view on a hdr device and they will look fine. anything else is like the abyss
try the jxr file of it...
How does the Omniverse-launcher actual work?
- Do I need to install the runtime from github as well?
- what happens when I have the runtime from ghithub and also launch the game through the app?

The app has it included as far as I know for the purposes of launching a game through the launcher. I'm not sure if it just injects from it's folder in the app or copies that to the game however which would overwrite the github one i guess.
I don't avail of the launcher to launch the game though. I use the latest github runtime for the game and just use the launcher for editing a capture/mod.
guess it's worthy of mention that You could just negate that by putting what ever verison you want it the apps loaction for the runtime so if it does copy it its the one you want.
also I'd take this opportunity to say I hardly ever leave omniverse open when testing ingame. thing just eats cpu time idle,'
this is how my game looks lmao
still the same as last time I checked
I have no fog at all
yeah that's perplexing.
at this rate I'm just gonna say I set something wrong or too high with MGE that I shouldn't have. I mean My fog is gone now but yeah there's more here to unpack I think. I think My distant land is set at ultra as well which in hindsight wasn't prob needed.
eventually gonna start fresh again soon as I have too many hacks together for My liking. Mostly My solution for grass is unacceptable imo. There has to be a way to display it properly as remix sees the grass textures through MGE EX but doesn't actually display any unless the grass plugins are activated .
hmm wonder how hard it would be to just get remix to call these functions or similar, natively (distant land/grass).
found the problem i guess
ah that looks similar now
it was because of My sky tuning(in remix under game setup). dawned on my that time that i adjusted it to the lowest limits for the night time as that didn't look right under the defaults.. damn it.. now I got to figure that out some different way.
without frame on no flicker at all. frame gen on though there's some flicker yeah. I did seem to tame it a bit though with some setting or another. but not eliminated
youtube butchered this video I did yesterday. that flashing at the start and on the water isn't present at all ingame(nor in the original vid i uploaded)... but anyway. i think you can see the distant land towards the middle of the vid.. frame gen on.
Morrowind RTX remix test. minimal replacement of assets.
I am using the latest DLSS as well actually... remix comes with 3.1.0.0 I'm using 3.7.0.0.
remix does not like the latest frame gen dll.
here's a newer NRD.dll (4.3.6.0)as well, I plucked from alan wake 2 . github runtime is at 4.1.0.0. (trex folder)
the App is even further behind that 3. something, And benefits the most from replacing it with this one removes a shit ton of noise.(AppData\Local\ov\pkg\rtx-remix-2024.3.1\kit\exts\omni.hydra.rtx\bin\deps)
optionally also the latest NRD.dll from the NRD SDK build (4.8.1.0)
I just started testing this one. seems fine.
Huh interesting
runtime version is like 14 months old/21 releases old...
yeah that is but the NRD version it's using is 4.1.0.0. which was released 14 months ago.
https://github.com/NVIDIAGameWorks/RayTracingDenoiser/releases?page=3
uh what is this 😄
this is the real time ray tracing denosier. NRD.
no worries.
the releases don't contain binaries eh?
a lot has been added since the version that is being shipped with the runtime. and even more so then the one that is in the kit's dep.
I snagged a artifact from the actions. NRD SDK it's called.
I tried buliding it but.. VS hates me..
hmm doesn't seem to change anything for me, still flickers. do I need to select the denoiser somehow?
Nope. it'll just run it.
This will just get rid of path tracing noise. that flicker is DLSS and framegen. mostly frame gen.
Did you upgrade the DLSS as well? there will still be flicker with frame gen though on the distant land. for some reason remix won't run with any other version of that though. I've used 3.7 in other games and it's helped with ghosting though so hopefully soon dlssg 3.7 makes it in to remix.
mostly frame gen.
ah you're right, disabling FG and turning off motion blur almost fixes it
yeah it really almost stops with it off. but the frame rate is.. uh.. to be desired...
I'm pretty confident dlssg 3.7 will help.
As for the denoiser it's really noticeable in the remix app/editor. there, the noise is far worse then the current runtime on the shipped nrd.dll(it's version 3 point something). applied to the kit, it cleans it right up.
ah yeah remix freezes with 3.7 😄
yeah any thing over the supplied
I tried 3.6,3.7 and 3.7.1
WIP on getting MIP(Morrowind Interiors Project) working. early work on the windows. (entire scene raised to proper water height via construction set.)

where it started vs now.
Sleeper Car (player house mod.)
good place to mod in a creepy figure at the end of the house
nice job
yes
thank you, my life is fullfilled now
nude skin underneath as well...

high poly
is that in the app?
in game
Yeah it's looking great for this game. I'm at My limit though for figuring out the remaining few problems.
how does distant land look like? 😄
there's room for vast improvement on distant land. I got working pretty well.
However I think this is either gonna take a custom version of MGE XE to fix it properly to work nicer with remix. Either You or Hrnchamd are the only ones capable of that that I know of... OR if somehow the functionally can pushed off into getting remix to handle it natively
I got working pretty well.
how 😄
I'm not exactly sure really it's one thing. between dlss dll's,remix settings,morrowind.ini settings, texture replacements(the entire distant land texture ,MGE XE settings, mods, and god knows what else it's relatively not puke inducing as it was. it's still trash though and needs a proper solution.
one thing that stands still is the app captures it perfectly.. i don't get it really. it's just the runtime that falls overboard.
uh...How does MGE normally pull textures for objects? I just copied the texture folder in data files and threw it in the distantland/statics/textures folder and distant land has improved 100 fold.
👀
yeah so I looked in there and there were only 17 textures in there. (statics folder) so I thought it might be a generation thing but regenerating didn't solve it so i just copied the texture folde over. fixed a ton of stuff with it. no more white models.
edit: I'll walk that back a bit.. it's better though. Must have been missing a few textures from generation or something.
it seems like you're going really really aggressive on the darkness and having really subdued lighting. Also there's an ever present fog in the interior which shouldn't be there. I'd recommend blacking out a room with a fireplace and lighting that up with a handful of candles, to get an idea of what im talkign about, it's actually suprisingly bright. I noticed that about a few things you've changed. Is there any reason you aggressively subdue the lighting in general or are screenshots on discord and youtube videos not really showing it? Even with your windows the 'light from the sun' is extremely subdued.
@vast mural The interior fog is a glitch of some sort. it's not present most the time. Depends on where and when the load occurs it seems.
Do You have a HDR device? The video and any screens I've shared are taken running HDR so if You're viewing them with a standard device it will look dark... like really dark...
Whats the current state of this? Is this playable? Looks amazing.
Hey, @small lily. Is there a latest .conf file or is yours the latest?
I wanted to take a look at it in the app and see what the outstanding issues were I saw earlier in the chat.
It's playable for sure and very stable.
I followed the instructions in the pin and I'm getting this error:
Not sure if I fucked something up.
uhh.. give me a minute..
Yeah, you got it.
hmm those are pretty old instructions.
Were any up to date ones posted?
no i don't think so. that's not currently how i set it up though. I'll get the files and instructions in order for ya in a few.
Gotcha, much appriciated, brother.
quick question.. are You planning on using vanilla or MGEXE with this?
Probably MGEXE as I've heard it's more stable.
Install Morrowind Code Patch and run the code patch once.
Install Remix
Install MGE-XE
Update MWSE (run "MWSE-Update.exe")
Create distant land with MGEXEgui.exe
overwrite d3d8.dll in games install with one in rar.
Gotcha. I'm assuming you used MGEXE?
I see that it's not compatible with OpenMW. Was that an issue at all?
I've never tried OpenMW with anything
Gotcha.
Openmw uses modern opengl so its not compatible
Unless you run wrappers still same result of not working
how are you all getting thiis to wokr, iive been tryinig all day and im about to give up
ALT + X still doesnt open the capture, not sure what iim doinig wrong or iig its the GOTY edition itself, x3
give a screenshot of your game folder @summer oar
you downloaded d3d8to9 incorrectly. that's the code, not the actual dll file
hang on
download this and extract it to the game folder
it worked and now my CCPU goes right in the red on temp weee, summer weather is so nice aint it lol
but atleast now its workind
The heat from Red Mountain is very immersive;)
hah yea sure x3
got it to work, RTX menu apperes but not the editor thing soo hmmmm
nope stiill crashes ingame and the game menu disdsaperes but atleast it works now/
ok havein trouble getting debug in morrowind to apper, screen caps are no good so now what?
the toolkit is a separate download. you need to do captures in-game, and then load them in the toolkit
it's all explained in #remix-beginners-guide
getting a capture isn't referring to screenshots btw
what error does it give?
no error just doesnt allow the UI to show up ingame nore does ALT + X open the menu for Remix
screenshots showed nothinig eather
show your game folder again
so ya thats what my game folder looks like
so any ideas or am i iprety much outta luck?
share the log files
d3d9.log, morrowind_d3d9.log, and the log in .trex
hopefuollyy that helps
sadly not. i have no idea what's going wrong here 😦
same, it was a fresh install of all of it yet it just didnt work, couldnt be the GOTY edition could iit?
but iim not gonna give up, itell work evently
💚 Hello Project Leads! 💚
Are you leading a Remix Mod Project? I'm eager to hear all about it! Please feel free to send me a direct message so we can discuss your project in more detail.
what's the flow for getting this setup with MGEXE?
???
im not useing MGEXE im useing default Morrowiind
it jsut never worked no matter what
ok so , it works in TES Construction set but not in the actual game
whats going on here confused face
This is current working method that I use.
#1097049994156060682 message
followed this method, and I get something like this:
am I missing a more up to date rtx.conf, perhaps?
should i step in and help ;D
would certainly appreciate any help with getting this setup decently 🙂
downloading already
managed to fix the weird sky thing, but this terrain around the starting down is disappearing in chunks
Bought the game installed all of the things mentioned in tutorial
Took all of the settings by default
It started after 3 times
For some reason i cant open remix menu
@granite scarab do you have any issues with opening rtx menu?
or is it me?
no, opens fine for me
@small lily are you having issues with the ground terrain disappearing?
shit i wanted to help but it is not letting me go into remix menu
kinda blocks key combinations
i cannot even use windows key to get to the desktop
If I understand correctly this is actually normal.
Morrowind's distance fog was really, really close; so afaik this is literally just the standard in-game terrain loading with no fog now.
(Unless i have not understood correctly)
figured out this was actually because I was messing around with the decal settings on the nearby textures, though I am now having an issue where anything not directly in front of me aggressively culls which causes issues in an RTX environment 😅
oooOOOohh
I had some really weird behaviour in caves, but I also noticed indoors where if I use remix to spin the camera around it's really struggling with Morrowind for anything behind the camera.
I wonder if it's related
The items go semitransparent (I think, it could also be distance fog) and seem to render as if they were very very far away
When I was testing Morrowind there were certainly a lot of oddities, but you'll have to hit a lot of varied sky textures as weather patterns will all have their own tags. I'm hoping the untextured draw calls option will help as it did for Bully, as that didn't exist when I tested this game.
Like just ground textures randomly becoming transparent? For the most part I've found tagging all ground encountered as a decal usually fixes any instances of that happening.
For culling : If anti culling objects in the remix menu isn't already on def turn it on and try adjusting some of the anti culling settings there as well. specifically the instance size IIRC, Seemed to help a lot on my end. indoor scenes this value can be high as you want... but outdoors it will probably quickly overwhelm most PC's if set over 5000... this only results in it being a lil better though... With out engine tweaks or something I'm not sure how to solve it really.
I'll give the latter a whirl, thanks 👍
I'll be probably doing a complete wipe and start over within this week and try to document the process a bit better.
so someone finaly got the RTX menu working then?
They got all path tracing working if I'm reading correctly
Morrowind was one of the first games to work. it's basically flawless
morrowind is dx8
you need the d3d8to9 wrapper, or dxwrapper
the downloader in #remix-beginners-guide provides one. you just need to rename d3d8_off.dll to d3d8.dll
Thanks, istg I installed A, wrapper, I must have been the wrong one though
Yeah I'll be honest my shit didn't work, the one that says "for dx8 games use this" gave me this folder
I just extracted that into the games root but I still got no results
rim
Huh
same
are you on windows 10?
11 24h2
ok i launched the game in fullscreen and overlay works
came back with more experience, used dxwrapper still got not results, anything look wrong?
saying TERMINATED at the end, is that just me closing morrowind, or is it the wrapper failing?
oh wow Remix isn't even running
yeah that's not good
is this the dxwrapper version that came with the downloader in #remix-beginners-guide?
I used the one in https://discord.com/channels/1028444667789967381/1055002970091176006 I used the latest release, when I clicked on the link on the guide I got a 404
got it
just was using the wrong version
thank you for your time
noticed alt+x isn't working
don't know what's up with that
which one were you using?
#1055003495637454879 message
the latest release in the release tab on the git hub
hm
the downloader pulls that exact same thing
ohh in the release tab, okay
the downloader grabs the latest build from github actions
i did
I'll try it tmrw and see how it goes, Thank you kim
There's no bridge.conf in my folder, and all these seem to be referencing to the bridge.conf, the only thing that isn't is one about getting a visual of live logs, which I don't think is what you mean
if you used the downloader it should have made you a bridge.conf file and everything
goes in .trex
thank you
yeah, alt + x still isn't working
that's odd
you are talking about the very bottom message of the link to use
right?
yes
okay then
I'll try it
yeah that worked
I think I might have deleted a space or something
anyway
thank you
hi friends, anybody got this to work in linux/proton?
Well I finally got the game reinstalled for a fresh round of testing with the latest toolkit and runtime. Don't have anything to add to the install procedure though. I just did the same thing I did before.
Quick shit tier effort of a vid of me trying to get My bearings remixing in this one again... been a while... be warned idk what this will look like on non hrd screens.
ComfyUI version of PBRify used.
Couple imgsli comparisons.The links, not the thumbnails.
DOSE ANYONE HAVE THE PROJECT FILES HERE FOR MORROWIND?
There are currently no projects being worked on in any capacity that I'm aware of. What You see here currently mostly is just WIP stuff showcasing the potential rather then a proper mod.
DOSE ANYONE STILL HAVE THE LATEST DEVELOPMENT FILES FOR THE REMIX OF THIS THO?
caps sorry
ok im lost and now i dont remember how to do this rtx thing can i have some help?
?
#1097049994156060682 message
^For the most part that works to get up and running with the vanilla game fro GOG or steam. Newest runtimes should work fine.
If you're looking to use MGXE as well #1097049994156060682 message
other then that that's pretty much it i think.
alot has changes sence i worked on oblivion now they have you run rtx remix from the nividia app?
im honextly confused on how to use this program now
oh yeah I just install stuff from github so I can bypass the app.
oh
yeah I find it easier to clone the toolkit and just dl the github actions for the runtimes.
https://github.com/NVIDIAGameWorks/toolkit-remix/ clone and build
and for the runtime download latest from actions tab from these two links. install to the game as usual for remix.
https://github.com/NVIDIAGameWorks/bridge-remix/
https://github.com/NVIDIAGameWorks/dxvk-remix/
download lastest from actions tab
RTX Remix Toolkit. Contribute to NVIDIAGameWorks/toolkit-remix development by creating an account on GitHub.
assuming this is incompatible with openmw?
Yeah Incompatible. I suppose theoretically a wrapper could be made to hook the renderer (open scene graph .) or considering the open source of it, a really talented individual could possibly integrate Remix's renderer directly .maybe. 🤔
has anyone gotten morrowind working with the 1.0 build of Remix yet?
With the default rtx.conf file the game just loads to a black screen in the main menu
Using the conf file in the pinned message actually loads the menu enough to navigate, but then the game crashes when starting a new game
I did actually, I had the same issue but after deleting my ..dxvk-cache, reenabling Background Keyboard=1 in Morrowind's ini and disabling raytracing until the first load had completed, I was able to reenable ray tracing no issue, and even start a new game
Here's my rtx.conf for reference, note the set skyboxGeometries hash, means you can turn off Sky Auto Detect which avoids other rendering issues (which was driving me batty)
One nice thing about 1.0 is that I'm not getting the crashing I was getting making captures in the past, and while it seems predisposed to random hangs and stutters it doesn't seem to crash quite as much.
@nocturne birch Yeah ,Runs fine here on 1.0. (new game without disabling any ray tracing),)been using it for a while now.This is My main game that I'm interested in with Remix, so I always keep up to date with the latest runtimes.
There are a few scenarios that can crash the game that early though,The major one is Make sure You aren't using the per pixel lighting setting in Morrowind. Body Mods can cause the bridge to choke as well..
also before I forget :same as what I posted the other week but converted to SDR
so crazy, what does it look outside? Is it still glitch when outdoors?
Yes
yeah best I can do right now for outdoors is hide it with fog and it's still pretty bad. I'm guessing some adjustments would need to be done to MGXE or maybe that specific shader (I think the distant land is handled by a shader anyway.)needs to me rewrote to be better suited for remix. IDK how to do that stuff though.
||rfuzzo please save us ||
Enabling distance based fog makes outdoors look pretty reasonable, but it requires disabling the new shiny volumetrics.
For some reason I can't get water to render, not sure what I broke for that one, I'll try a fresh install soon..ish. Life and work permitting.
@tulip oxide huh..wait...What distance based fog do You mean? In game fog or remix?Only setting I see in remix really is "legacy fog remapping" and "Depth based fog.. Legacy is a bit messed up I guess but the rest all works fine on My end with the volumetrics... I think...
hard to get a pic to do that justice at the moment but here's "heavy "fog... and "light"
not sure about your water... should render..
Yep, the "Depth Based Fog" option underneath Legacy Fog Remapping.
It's technically a low-tech fallback option for when volumetrics are NOT enabled, but with just the right settings, it mostly obscures the land popping in and out of existance at the edge of the render distance.
yeah I think I had to tweak it some to get it to cooperate with the volumetrics now I think about it
I might submit a feature request for a few more settings for the depth based fog (mostly I want to set a start and end distance for it, so it only obscures the edge of your view distance, a bit more like how it looks in the OG game), and ask if we can have it enabled at the same time as the much prettier volumetric fog. It's a pretty basic effect so it might be workable
If you have the time/energy please feel free, I'm about to start my work week and cramming to get some stuff done around the house.
ah now I remember. the MGXE fog settings is what I messed with to tame it a bit more.
I'll see what I can do I maybe. Never did one of those yet.. and... ha ha that part of the github looks swamped with HL2 rtx stuff right now...
Hey there, folks.
What is the state of Morrowind? Haven't been following along. Are there multiple projects or a single one? How are they coming along and what are the complications you're having, etc.?
my own experimenting became complex due to the culling system in the game
which meant it was very hard to find stable anchors and using mods like distant lands for outside cells murdered performance
Interesting. Was it the steam version or OpenMW?
steam version
iirc open morrowind goes up to dx11 or something and I had a hard time getting it to consistently work with Remix
Openmw is opengl afaik
@brittle juniper I'm still messing with the steam version of the game (modded pretty heavily though I guess) on a daily basis. There's some issues that still need to be solved, but IMO Morrowind is in a very good state. The game runs stable and visually becomes stunning with Remix.
Culling is a issue as mentioned by David.
I haven't narrowed it down yet but I'm pretty sure certain meshes are crashing the bridge when trying to ray trace them.
It is ogl and heavily shader based from what I see in the codebase
That is pretty cool.
I want to give it a go and see how far it can be pushed as a project.
What are the mods you're using? Just for QoL or important for remix compatibility?
No compatibility mods just for remix. Pretty much just seeing what will run and mods that I've used throughout the years that I like/ can't play without.
Currently running of notable mention :MGXE with rfuzzos dll for distant land ,Morrowind Rebirth, some race mods, Ashfall,Wares, few housing mods, Magicka Expanded, Roberts Bodies, some face mods.. 1st person bodies,ect.
I think it could be pushed pretty far with the right team. lot of stuff could be replaced/ remodeled ect. It'll be a massive undertaking though even if sticking with just the vanilla game and no mods. So many assets. 😓
Ah nice. Has anyone tried RE for the culling?
I'm not sure. haven't heard of it I don't think.What's RE?
reverse engineering
ah I feared as much. I haven't .I tried getting Cursor to teach Me how to do that this week. it's not going well. but I have no idea what I'm doing. the AI seems confident it can be though
I think werideforcoffee might have or has plans to dabble in it though.
It is very complicated because RE is a huge mess. In some sense, code is meant to be obfuscated once it is compiled, so trying to make sense of that compiled result backwards into original logic kinda feels like swimming against the river.
Also, RE tools are very complex with a ton of features but no free tool ships with everything you need. Some are good for static analysis with good C++ decompilers, while others are great for debugging the game running, and you end up copying memory addresses back and forth between them a lot. Unless you can afford to pay for a relatively expensive pro license of one of them. Idk about you, but I don't do that for a living so that is a no no.
That being said, go for IDA Free. It should feature all you might need for old games 
The question is simply where to start.
Either start off of vanilla (dx8) and offload all the rendering to remix - this means no distant land unless you reimplement it in remix.
Or start off of MGE (Morrowind Graphics Extender) and distant land which uses dx9 - and try to make remix work with that.
Second is probably better since MGE already has a wrapper around the games dx calls - but I’m not a graphics programmer and don’t know all the challenges…
The game is very well revered though already
I started to make remix work with distant land last year or so - it “works” as in it doesn’t crash
but its rendering large broken blobs as distant land and has no performance
Someone who actually knows how rendering works needs to look at it
1st option every day of the week.
Getting dx11 to work should be a huge pain, primarily due to all the shaders and complex rendering logic that ppl leverage in modern graphics APIs.
Meanwhile, that distant lands feature shouldn't be much of a dx level issue, but something the MGE enables in the game.
Maybe with a bit of RE one can get the dx8 version to work with distant lands
You don’t need RE on distant land, it’s all done in MGE
It pre-batches the statics of the game beforehand , and renders them in-game inside the dx8to9 wrapper that is MGE
That is very interesting. Curious to see what you found.
Older games used fog a lot to hide distant objects and render low detail objects.
Some games used a LOD bias config that allows you to shift the distance that high/low detail object wap happens, that could be a thing for your blobby objects issue
I believe the original morrowind doesn’t render anything beyond the current cell
and uses fog to cover it up
Interesting. Though it forces you to use dx11 right?
yeah MGE is dx11 dx9
Lemme find the source code on GitHub
Morrowind Graphics Extender XE; distant views and improved graphics for Morrowind - Hrnchamd/MGE-XE
Seems like a forbidding compromise. To have distant lands but also use dx11, hence why I suggested to RE just that feature to not need MGE in the first place, but from what you described, that might be more involved than just finding some flags in the code 
wait what.. Thought MGE XE was DX9...
"Note that d3d8to9 does exact translation from Direct3D 8 to Direct3D 9 only"
Yeah from what I can see DX11 isn't implemented into MGE XE yet. it's all DX 9. Maybe the distant land shaders just need to be converted to fixed function?
Hang on did I misremember
Yeah it’s dx9
I think I misremembered because hrn wanted to upgrade it directly to dx12 if he ever was
Yeah IIRC,his plan was to just skip DX11 and go to DX12.
Wait a minute.
The codebase is surprisingly small. It might be possible to replace the ProxyDevice and MGEProxyDevice classes (inheriting from IDirect3DDevice8) to call the Remix C API instead, skipping any wrapper or API limitation
https://github.com/Hrnchamd/MGE-XE/blob/master/src/proxydx/d3d8device.h
https://github.com/NVIDIAGameWorks/dxvk-remix/blob/main/public/include/remix/remix_c.h
I'm pretty sure if someone knew what they were doing most if not all MGE XE could be adapted.
Some implementation of grass would be pretty epic as well. Currently I hacked the collision off the nifs to kinda get it working... not a ideal or good looking solution,
👍
What I did in my last experiment was clone dx8to9wrapper and submodule MGE into it
Oh, that is a thing already. Sadly it disables distant lands
What is the current way of installing the game, mods and remix?
I tried these steps and the game opens, but I can't open the Alt+X menu
@kind elbow I believe you faced this issue quite a few times, or at least helped a lot of ppl with the same "Alt+X not worky" stuff.
I tried different key combinations as well but nothing works. I had this same shituation with d8 games before like hidden dangerous deluxe
#1055003495637454879 message
this usually fixes it
if that doesn't, then it's a weird game specific issue
yeah the bridge.conf will fix that 100%
Godamn. Thank you so much. It didn't work on H&DD but works just fine here
My current way of installing the game is to install the game from steam/GOG
install whatever mods I'm running,
Install MCP and run it
Install MGE XE and set up distant land
Install Rfuzzo's dll for using distant land.
install remix
set mod load oder
run PLox to set the load order correctly...
profit!
Damn. Even the characters have stable geometry hashes
Managed to fix the terrain holes by enabling the new "Terrain as Decals" in terrain options
pretty much a perfect game for Remix
last time i messed with it there were no holes though, that's interesting
was probably 0.4.x though
I got a rtx.conf you shared here. Had some x-ray issues with some textures tagged as decals while others as terrain
I'm trying to get the sky to work now. It renders fully gray now
the new animated water looks pretty decent. this is just a translucent texture.
For the terrain: You want to set the terrain baker in the UI to use decals. then in the game setup tab tag the ground as terrain.(not decal) This will fix any of them showing up as translucent/holes in the ground.
For the Sky: set the First N textured draw calls to at least 1 and also set it to detect by camera position. this should auto detect all the sky fine then on its own but you may still have to tag the sun and planets i'm not sure.
idk what happened, was totally fine on the last build i used lol. i guess a lot changed, either that or i mistakenly marked some stuff
sky was also completely fine without modification
wtf it was almost 2 years ago
#1097049994156060682 message
but sky actually was not working, so i misremembered there
here's my rtx config. might have some stuff tagged as well that you don't need. but is more up to date with the runtime and stuff...You could(idk maybe even should) delete any lines not pertaining to terrain or sky.
youtube link to that vid since discord sucks and can't support certain file types
psa: that RTX conf will set your settings pretty high so you might want to tone that down depending on your rig.
ideally the sky as Todd would say "just works" if the sky detection system is on and set accordingly
Sorry, went from a quick nap to a lost and found situation 
Thats great! Thx. How do you open that weather menu? Can you set light color at night and day?
no worries man I know how it is.
It's a add on mod for MGE XE.
as far as I know yes. it def lets you adjust a lot of stuff.
here's the link if you want to check it out
https://www.nexusmods.com/morrowind/mods/46816
I should prob do a list of " essential" mods when I get the chance.
Other then the pure nostalgia of sticking with purely vanilla experience I think any serious project is gonna want to incorporate a fair number of popular mods.. If one one wants to one up what's already available with what MGE-XE or openmw can already do that is.
I'm trying to install but dropping the files in DataFiles as described in the readme install instructions isn't working.
Ah nvm
I was using the "Use for d3d8to9 proxy only" option
yeah you'll need MWSE enabled. the proxy disables that IIRC.
always a chance Hrnchamd will come back and save our asses
Trying to get the outdoor lighting looking right now. That weather adjuster will help a ton
Here is night as well, though the distant light is over exposed now
Ahh the preset wasn't applied
Yeah it's a really great tool. I've used it a lot over the years. really helps with remix as well
There is some wild blacks crushing happening to lighting + tonemapping that I'm trying to track down. Making some lights stronger and compesating with tonemapping seems to be helping
I'm referring to the gradient banding
At first it was really annoying, but its is slowly going away
Did you get issues with the game crashing when Alt+Tabing? @small lily
yeah it doesn't really seem to like being tabbed out
other then that though it's pretty stable. There's something that the Ray tracing doesn't like though that chokes the bridge. could be a/some skinned mesh/meshes I'm thinking
Ah, borderless windowed ftw 
I got to have My HDR so I just avoid alt tabbing
borderless window disables HDR?
@brittle juniper yeah does for me anyway.
few mods that go well with the weather adjuster,Remix and The game in general
https://www.nexusmods.com/morrowind/mods/47912
https://www.nexusmods.com/morrowind/mods/51463
https://www.nexusmods.com/morrowind/mods/39605
https://www.nexusmods.com/morrowind/mods/47133
https://www.nexusmods.com/morrowind/mods/48293
Configurable mod for automatical adjustment of lighting, including override values, cell whitelist, and light object editing.
Adjusts every vanilla light mesh to enhance the effects of other shader and lighting mods. Compatible with MGE, OpenMW, ReShade, True Lights And Darkness, Enlightened Flames, and just about everything
Darkens all interior cells and increases radius of all light sources. Light and shadows become more dynamic, locations that had very little light are a lot darker now, and places where there are no li
Modified version of True Lights and Darkness that reverts some of TLAD's more radical color changes, removes the flicker effect from most lights, plus a few other changes. Includes MWSE mod implementi
this is just fun to use on everything
that should be nice to do some prop renders, promo art, etc.
yeah it works on a lot of stuff too. even characters/creatures/npcs.
@brittle juniper https://www.nexusmods.com/morrowind/mods/47143
this should come in handy as well. teleport, item spawn(even from mods),ect.
also fun fact is that remix will hook the construction set as well
@brittle juniper in case you don't have them, there's also these tools that might interest you as well if you need to directly interact with the games nif files for any reason
NIF File Format Library and Tools
Looking Nice. I can't preview your image on my monitor though. Can you send a ldr one?
Ah nvm, blender can preview it
And just remember I'm absolutely no way what I call a artist/ excited to see what a real one can do.
Must be the converter I'm using. here's the originals. they will be dark though on any non HDR device.
same scene in base game.
@small lily are you kicking off something more involved? I've had to shelve my Morrowind demo work for a while to focus on some other things, but I could pass you over my files/replacements I did initially. I targeted a lot of interiors in Teruise mostly using royalty-free/CC0 materials and models, but with a lot of kitbashing/hand modification of these assets also if they didn't fit for the intended purpose. I didn't get to exteriors besides some material replacements, I had hoped to do some grass painting with @brittle juniper's tool eventually
I'm unlikely to be able to pick up work on this again any time soon, but happy if you want it as a boost to a demo
maybe combined with your existing changes/mod list, it would make something like a Teruise demo fairly achievable? I did put a pretty healthy dent in the asset list, a good couple dozen
it would be nice to see something playable and reasonably good looking come out for Morrowind, one of the first things Remix demo'd with and not a lot has been done with the game
Hey, as it turns out, I'm exploring a demo vertical slice sort of thing rn, and having a leg up with assets would be really handy.
I started at the starting Seyda Neen spot to get the hang of the project but I'm not decided on anything yet.
Been struggling with terrain for exteriors as well
ah my bad I confused "teruise the character" with "seyda neen the place"
I mean that I targeted sedya neen more broadly
Ahh, sorry, I'm the newby morrowind here lol
so I did a lot of interior materials/models/textures, and then also did some exterior stuff since houses and etc seem stable, so I smoothed out some corners and stuff
Great. I hated those corner stiching textures
I've not really committed anything serious at this point yet . Mostly just been messing around this entire time. But at some point yeah at the very least was hoping to push something out to get more attention to the game and get more people involved with bringing remix to life on Morrowind.
At some point I just need to prune My install and decide on a path forward really. grass and behaving distant land be damned I guess.
I'd conjecture E-man is far better equipped and more experienced though to a push a demo out though then Me...all I'm doing is basic stuff IMO... ||I haven't even packaged a remix mod before
||
Don't worry, gotchu covered 🫂
Your help experimenting with mods, compatiblity stuff and all that was great, and I still need to figure out ways to improve on that, so any help on that side is very welcome.
Few things to keep in mind:
To publish a Remix mod, we need to make sure everything we share is properly licensed and approved to be published, that counts for NO releasing original game assets, any game patches shouldn't include the patched game's executable, but use a runtime patcher approach like asi loading (afaik), and so on.
To wrap it up as an easy to install mod, I need to find out how to apply all the steps we use (MGE XE, code patcher, weather adjusts, relevant mods etc.), and how to share the settings we're using so everyone gets exactly the replica of our setup once it finishes installing.
I could use your help on that as well if you're up to.
Ideally we would have just a zip to unpack in the game folder, but should be fine if we need to write a .bat script to automate the process as well
as a rough draft
1: Install Morrowind from GOG/Steam
2:Install MGE XE and set up distant land|| (To simplify the MGE XE install I think the generated distant land and config files could all just be included from Us so the user would not have to run MGE XE on their own. Also I think every generation of distant land creates a new hash for it's mesh.. so yeah might need to ship the distant land files if the mesh is to be used in the demo.otherwise some way would be need to assign the new hash to the mod I guess)||
3:Install Required/recommended base Mods
3:Install Rfuzzo's dll for using distant land
4:install remix files
5:Set Mod load order.||( theoretically I guess if the Morrowind.ini is included in the install with the order already set to the recommend mods this would be fine and remove a step as well. Only issues that will arise really is when users try adding more mods.. which with it's rich history of modding will be.... inevitable ) ||
The weather adjuster can save presets that can be included I think.
Nice!
What is the rfuzze's dll? What does it do?
Regarding user included mods, thats ok, we just need to provide a common default experience to everyone. Further modding it a user's risk
rfuzzo made it last year. Currently it enables the distant land in a way that allows remix to use it. uh it's lil bugged though(flickering and the mesh looks bloby). Once you generate the distant land normally with MGE-XE you swap that dll in instead of using the one that comes with MGE-XE. (Turn off/diable the bypass option in MGE-XE as well. The proxy bypass)
I'm no shader guy.. but I have my suspecions that some additional tweaks to this shader is needed to fully stablise it. perhaps the shadow part.. as that really isn't needed with remix. alas I'm just spitballing.. never wrote a shader in my life.
the repo for that btw https://github.com/rfuzzo/d3d8to9
It’s super broken btw, in no way is it playable or even looks good.
It’s just my playground that I haven’t had the time to really do anything in year.
I'll never give up hope that it'll be fixable. there was a point when we thought distant land was impossible .IIRC even Hrnchamd said as much I think.
What part of morrowind is that from, or is it from a mod?
@ruby pasture Yeah it's from a Mod.
https://www.nexusmods.com/morrowind/mods/53022
Morrowind modding is what got Me in to PC gaming 20 odd years ago. I don't believe in the vanilla experience. Most of(if not all) the mods I use though are grounded ones/lore friendly.
What are the best ways to do map edits? I'm mostly looking to scatter some assets outside like baskets, vases, hanging ropes, ladders, planks, make Seyda Neen look crowded with props and details
The TES construction Kit for mapping . It's basically what Bethesda used to create the game. WIth a combination of Remix and the TES construction set there literally should not be anything We can't do really.
@brittle juniper https://www.nexusmods.com/morrowind/mods/42196
This package replace the missing files and allow the use of the TES: Construction Set with the Steam version of Morrowind Game of the Year Edition ( v1.6.1820), GOG and the Bethesda.net Launcher versi
the TES is a lil old school but yeah. really great tool though.
here's a list of helpful keybinds as well. As it has some weird ones
PSA: remix will hook the TES construction kit as well. You may not want that so just move the remix dll out to prevent it.
Thats awesome. Thx.
Does it support item placement with gravity, so props land on the floor nicely?
Just watched a tutorial and the guy used T to snap the item to the ground, but it keeps its rotation, so the item will still roll and fall into the ground once the game loads
Make sure you also have mwse installed - it comes with free Construction Set fixes
CSSE.dll is the construction set extender 😄
Can’t you hold Alt while moving your mouse cursor with the item (dragging) or something and it snaps to the ground with rotation?
I'm at work rn. But I'll try it once I switch to windows soon
ah.. with gravity...I'm not 100% it does.. pretty sure that why this is always a part of my mod list now that I think about it.... https://www.nexusmods.com/morrowind/mods/49557
that's a script so I think it should work with the construction set fixes that rfuzzo mentioned
oh and this too.. invaluable https://www.nexusmods.com/morrowind/mods/46562
Anyone: "this looks like a fun game to remix"
Morrowind : proceeds to pull back curtain on 20+ years of the community modding it "so where You want to start?"
Lighting looks great, are you using emissive texture? with refined materials it will look awesome!
Thanks ,I'm using a combination here : Regular Sphere lights For each of the candles/light sources within the fixtures/ hanging lamps .In conjunction with these I did add a very low intensity emissive mask to the glass of the fixtures to give it that extra pop. The candle flames also have a low intensity emissive applied as well.
edit:also the Flower thing next to the mushrooms in the cell pic is using emissives
just for fun you should try to give subsurface scattering properties to the candles, that would look terrific
btw do the candle's flames moves or are completely static? I can't remember
Vanilla I'm pretty sure is completely static However there are mods that animate them. currently I'm using Enlightened Flames for instance.
rough draft of path traced fireballs https://www.youtube.com/watch?v=V_V0q5gw_OM
Stairs with new weathered wood planks material
very nice. perfect even.
Nice
Almost there with the scaffolds/catwalks. Just need to work on the dock pieces now.
uh...Not to detract from the wood ...but that ground texture certainly can't be vanilla on the second video ... that's looking real nice too.
Indeed. These textures are CC0 from PolyHaven.
The whole mod is a mix between mine and Kralich's textures/meshes now.
Slowly coming together
Are you working on a full remaster?
An interesting question. One I even ask Myself some times often. At some point I'm thinking yes. I need to focus up though. I need to learn a few more things as well I think.
I was thinking it too, better for me to do the same thing lol
A full remaster in any form will be a massive project for this game though. hell getting all the captures will be a epic endeavor.
Yeah
The more I think about it, there aren’t THAT many textures, there’s a solid bit of reused assets
Still would take a long ass time
Vanilla has around 5000 to 10,000 unique textures if the google AI is to be believed(sounds about right to Me). IDK even want to think about how many are in my modded install right this minute lol.
I wrote a couple of scripts and tools for Oblivion/Fallout to list and extract the game textures from the BSA files themselves;
You should be able to do the same with the BSA Browser modding tool. That way you can start modding textures at your own leisure.
As for calculating the texture hash, I think there is a python script on this Discord somewhere that'll do it, I build a C Plugin for Godot that gave me access to XXHash, and as long as I fed it the binary image data of the first mip level (highest res in the given .dds file) it produced the correct hashes.
In theory you can remaster all of the textures in the game without doing a single capture this way.
So, BSA Browser to unpack the image files, and bust out the Python skills and XXHash to calculate your image hashes.
Hey presto and the need to capture is gone
✨
I've been choking under a mountain of work lately, but I'll add taking a stab at this again back to my Todo list.
✨
Grass! Super glad how it is all coming along
Fuuuuck that looks gooooood 
It slaps ! Probably a noob question but is that compatible to groundcover mods that already exist in the traditional modding pipeline ? (https://www.nexusmods.com/morrowind/mods/31051)
They also have some tools to automate it ( https://github.com/Yacoby/mw-groundcover-generator ), maybe it can be useful (maybe not)
The traditional MGE-XE ground cover doesn't work currently in remix
Ty.
It might be possible, yeah. If the meshes can be locked so the same repeated grass model has the same ID/hash, we can replace that model with remix and it will show the replaced grass everywhere it appears.
Question is whether it at least shows the regular grass in remix to begin with
Hi these are lookin super cool! Nice work with rubbles and grass, textures and general atmosphere. I got one question: Is there a common or reliable way to deal with that sectioned terrain textures problem or is it even possible with the current version of the Remix? To be more precise I'm talking about that hard cuts where terrain textures switch suddenly.
Thank you 
I had a bit of progress investigating that.
If you disable "terrain as decal" and "bake secondary pbr maps something" so the terrain baker only supports diffuse/albedo, the terrain works flawlessly.
Pretty sure that if we get an issue going, someone will look at it and be able to replicate the non-pbr terrain baker behavior in the decal-based terrain mode
By someone I mean, a nv engineer
Oh wow! That looks incredible! Better than official Oblivion remaster! Just wow, thank you
… unbelivable, and those rocks and texture fit the game perfectly
Ty vm.
If you or anyone has tips to make sure it is lore friendly and such, please lemme know.
I just added some mushrooms and clovers to the mix to help
IMO You absolutely nailed the lore/vibe of the settlement. It looks like how I always nostalgia remember it in My head. 1000% more lore accurate then the Elder Scrolls online version.
A fix will be really good. I have a similar problem. Without Enhanced Materials enabled blending and all of the legacy terrain works fine with no problems but whenever I want to add some new PBR textures it only works for the grass which I assume corresponds to the top or bottom layer.
Btw I got couple more questions if you have time. 😄 First one is how you deal with scattering lots of rock and foliage and is there any good automation workflow for it? Second one is I'm working on a 2004 game called Wars & Warriors Joan of Arc and problem is every foliage shows as a different instance so it needs manual labor of changing every grass clump by hand without any other solution involved. I'm curious about is Morrowind have a similar problem or is this common and if yes are there any known good solutions to overcome it?
I made a tool for USD Composer a while back which adapts the omniverse Paint Scatter Brush to support remix #showcase message
#1146527055664652449 message
Though keep in mind that going the USD composer path is like deviating from the elvish path into the dark forest. Thats one way to put it 
I still haven't gotten around to port it to the toolkit
Haha, alright. Thanks a lot.
Walls and Roof of the first "Teito" house. Still WIP
damn...bro.... this will end up belter looking then the Oblivion Remaster.
Looks really good but you definitely need more straw on the roof
Ty.
I'm looking at some references, including a guide on how to build my own tatched cabin (if only milleanials could afford owning property
) and I came to that conclusion.
Do you think I should work on the amount of tufts/density, or just make the general shape bulkier? All the refs I have don't have many rafters/purlins exposed like I did
Where I live they still use this cover along wood and stone shinglets, the basic idea is to cover all the wood as much as possible to protect it from water (and sun), the cheap straw will be replaced after a while while the underline structure will last for life.
Here is an example of the construction process
There are two kind of approach, the more refined which look smooth and the rustic one
in the case smooth one the fibers are turned more horizontally toward the lower end starting from the bottom up to the top and the top is covered with a hood of straight straw laid over
The yellow color turn with time in grey
I think that in the original there is a lot of exposed wood because with the current tech would have looked like an amorphous yellow blob
Yoo these refs are all super sick. Thank you very much
In MW Its also a more primitive, less instructed building lets say. There are many sloppy examples as well and they add some visual value/interest to the piece as a game asset. Thats why I'm exploring some sloppy, exposed wood variations
Though I went overboard ofc 😅
Going for another design now. What do yo think @tacit nebula ?
Looking good! maybe would make more sense to have the purlins lying above the rectangular rafter on the ridge and then having the round raft on top
at least from a construction standpoint
Stone walls, wooden beams They look incredibly authentic and detailed, I especially love the thatched roof. It remains to work on the wooden doors
@muted valley what you d3d8.dll does exactly? Xoxor just built a version of MGE XE to disable culling but it does not includes your tweaks to make it remix compatible, so it crashes 
It’s the dx8to9wrapper with mge on top
Crazy. How did you merge them?
I cloned the wrapper repo, submoduled mge into it
Ahh, now I remember. You have the source around, right?
And made it compatible
here but I found some problems with it. For example mge has some checks if we render to back buffer - but my implementation always returns false (the rendertarget is never the backbuffer)
I think I have some incorrect devices setup or remix messes with it
Thank you very much. Impressive.
bs. The way you combined both repos to support remix is really a feat! Good job, good job
There’s a bunch of stuff I simply don’t understand. For example mge messes with the water nodes - I have a define MGE_RTX or something that disables some stuff but it’s all broken 😄
The code in MGE only deals with distant land rendering?
What about the objects that are not from distant land?
bro does something even Hrnchamd thought was gonna be near impossible and downplays it. what a Chad ❤️
Got it. Mark all terrain textures as Opacity Micromap Ignore Texture
Nice job man! I just copied /pasted all the textures I had tagged since into the relevent opacity section, works perfectly. 
God damn that's a fiiiine thatch. Well done I know that stuff is wicked hard to get right
Was not expecting Sabrina Carpenter in a Morrowind playlist
😼
I was totally unaware of those Spotify memes, friend sent me (took me a while to read only song titles 😂 )
Got the Itch and a bit of time, so poking at Morrowind again 
Managed to get water to render again, turning off pixel shading in the launcher and disabled water reflections in the .ini seemed to do it.
All I have to do now is remember how to do mesh replacements without Omniverse
I've got my notes somewhere
Hey that's really nice.
I'll be sharing my progress somewhere around this week so we can start building on top of it and keep things organized moving forward 
It'll be a little while before Im ready to start plowing through assets so take all the time u want, I've got to finish my damn website rebuild and I'd love to make some progress on my custom (irl) HEMA gauntlets; but Ive been reorganising and sorting my personal projects and am keen to get back into it!

It is a very silly example, but I now know how to do mesh replacements with nothing but Notepad and Blender 
Peeps have been doing this for a while, but I'm just happy that I now know how
(I call this... sticky resin. You may now boo)
notepad ftw 😅
my current workflow is entirely in blender, subtance paitner, usd composer and vscode
Thank goodness I have just barely enough sense to restrain myself from busting out a harddrive platter and a magnetised needle 😛
WIP of the Bald Cypress trees. 1.1M polys 
Experimenting a lot with the newly fixed added vertex painting feature to tint the bark and add color variation
damn that looks wicked. the colour variation is popping man. lovely stuff
how'd you make this mate?
Thanks mate!
It is a complicated multistep process.
For vertex painting I added the displayColor attribute to the vertices, and created a shader setup like the 1st pic to mimic how it looks in remix
For the leaves and branches, I pretty much setup a few steps with geometry nodes starting from:
- individual blades (2nd pic)
- to leaves (3rd pic)
- to bezier-based branches (4th pic)
- to scattering leaves on branches using vertex painted weights to control density (5th pic) also with geo nodes, same thing with small branchlets
- stopped at 3 branch variations + 3 branchlet variations (6th pic)
- again resorted on vertex painting to scatter the branchlets all around the tree model
- hand placed the branches as a final step to design the silhouette
The whole is only 2 meshes, 1 material each. Vertex painting is too powerful 🔥
I still need to make the hanging vines, bark moss and the hanging Spanish Moss models
thats wicked mate, well done dude
Will there eventually be like a possible public release or beta that includes a lot of these improvements you all have worked on? Or is it more just each specific person tinkers with the rtx remix program for fun
<- noob here
I was planning to release something this week but got too busy with work so I barely had time to work on some more assets.
The idea is to unify everyone's contributions at some point and get the project moving.
I just want to release Seyda Neen a bit more finished before kickstarting a public project
You know I was wondering for the past 2 years whatever happened with the Nvidia RTX remix in regards to Morrowind. Mind if I ask how it's coming along? First time I've seen someone working with it.
Ppl have been working here and there but nothing like a running project with a large goal and an assembled team afaik. Maybe @small lily can give more context about the progress, and there is my last message as well pretty much 👆
Yeah I don't have much to add really that I haven't said before...that sums it up really up until this point. Your demo will be the proper catalyst to get people interested though, 100%.
Arrile's Trade House and the Census Warehouse (same models) are getting a touch up 🙂
Still need to repaint the vertex colors
videos and images aren't embedding for me :/
Are these all done through the original Morrowind engine or are they possible on OpenMW?
Its MGE XE + MCP (morrowind code patcher). Ppl said openmw is opengl, and ppl have tried with no luck before 
I might give it a try soon
The reason I ended up switching to open MW was for stability
but without remix, right?
Yeah
Well for what it's worth: I probably have hundreds of hours by now in Morrowind running it through MGE XE,MCP and Remix and it's stable on My end. got about a 100+ mods running as well.
I'm pretty sure OpenMW is entirely shader based and uses pretty advanced and complex ones at that.
I've been using just OG Morrowind with what I've been doing, so it does work but it is prone to crashing.
I believe it has options for most of what it does, plus it's open source so it would technically be easier to adjust it to suit Remix than the original Morrowind
well to that I have two points:
One: There isn't really a issue with the vanialla games shaders or MGE XE shaders for that matter that presents any major problems..
two:The guys over at OpenMW don't seem to think it would be very easy to just adjust regardless of it being open source. It being Open GL someone would need to make that compatible.... some one with the skills would have to step up to the plate and as far as I'm aware the OpenMW people are well aware of remix.
My copium might have to be that Hrnchamd will surface with that fabled dx12 MGE XE build or remix integrated directly.
uh.. it doesn't exist yet i guess lol. plus i can only recall him saying dx12 when asked about dx11 the last time
dx31
Has anyone tried openmw with ogl wrappers such as titaniumgl, gldirect, etc.?
not sure about anyone else. I tried them all not that long ago. Month I guess. Remix wouldn't hook openmw with anything I tried though.
I'm no code surgeon guy , so I never really dove much into it further then that. I was thinking though maybe it's something silly like OpenMW use's OSG.dll (OpenSceneGraph) which the wrappers might not recognize as a OpenGL.dll maybe. idk.
If I was a conjecturing man... which I am... the "easiest" and possibly most crazy far out there off the wall solution : just rewrite OpenMW to use remix for rendering.
That would be the ideal way of doing it, but that is a larger undertaking atm. Something I think must be done at some point inevitably
MGE-XE could possibly be adapted this way as well. pretty sure most of it's source code is available as well. I got this copium going of that's where Hrnchamd has disappeared for the last months to do 
I tried modifying some stuff in its code but it seems it doesn't replace the base game's rendering, but adds the distant lands rendering on top of it
Yeah that would make sense I guess. MGEXE isn't a new engine like OpenMW. So I'll say adaptable but not similarly adaptable...
I have spiraled into the rabbit hole that is "modernish" Morrowind and ended up here
Welcome
Thank you, thank you
It all started with this video
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Project AHO 5-Year-Annivers...
which prompted me to punt Expedition 33 (only because I don't want it to end) and Oblivion Remaster to the side for this modfeast
O wow there's a reward for RTX Remix
Coming to terms with Weather Adjuster mod + remix heterogeneous fog settings and lighting, adjusting each condition with some nice natural lighting.
Images are Overcast, Clear, Foggy and Light Rain
Do you think the noise that can be seen on the wall of the building to the right in the video due to the path tracing or something else like particles from the fog?
that's looking real tight though.
As a side note, Have You adjusted the light radius in the remix ui? by default IIRC it's much to high for most lights in the game and spills out of the fixtures. kind of looks like I'm seeing that in these pics. I think... hard to tell tho for sure as it's not in focus much.
Also.... Nvidia role?congrats!!!
Yup that is denoiser artifacts. I don't really know how to solve them aside from trying different denoisers and see what sticks 
Some ppl in this server have more experience with that and could be of a great help
Damn, lemme check that. I'm annoyed by the looks of the torches in the fog
Also ty 
I have it set to 0.450 currently.
not certain but i think the default was like 4 to 5 times that amount
I've been trying some settings but still, volumetric fog gives the spherelights a strong halo and a weak falloff so they barely lit the space around them while also blinding you up close.
Guards at night be like "Go ahead, Stranger"...
Also, interiors are completely messed up by weather adjuster
what the...That's not supposed to happen I don't think.
Make sure it's not loading some preset (weather adjuster in the mod menu.)... interiors should all be default I think. Could set them to clear weather maybe in the overrides.
alternatively maybe it's the MGE-XE settings. ingame via the menu. set the interior fog start and end highter
No idea either. This is the setup I'm using. Default settings are really foggy indeed, but it shouldn't be applying to interiors 
Current region is None and there is no way to assign my preset to that
yeah I don't have any fog in my interiors. we'll get to the bottom of dw
ok.. ahh.. one sec
try increasing the interior fog values. 24 cells is more then enough though.
hit save to save the settings btw
You can also edit that directly via the MGE.ini
no dime :/
The problem isn't fog actually. The light sources become too weak for some reason
weird. thought that would have been it for sure...It's got to be something though. I don't have this issue myself every interior is nearly flawless lighting wise.
is eye adaptation on in remix? if it is try trying it off.
It is off.
Here are my files if you want to compare:
yes, I'll have a look to see what's going on shortly. prob something simple I'm thinking.
So nothing really stands out to Me in the rtx.conf. That's not to say they are the same though. I just don't think that's the issue anyway. Highly more likely it's something with weather adjuster..
so yeah...The weather adjuster is massively different in comparison. likely because I'm using at least two mods that directly use weather adjuster. True Lights and Darkness - Necro Edit and
MGG Weathers Darker Nights
here's my rtx.conf as well just in case but like I said I don't think that's the reason.
like..Normal operation should be that all interiors are loaded as default afaik. And there should be no fog at all in them that I know of unless it's some special interior.. which that trade house is not. this video is from me just loading in the game. volumetrics are on though for exteriors..
So weird. Exteriors are fine and well tuned, then you get into an interior and suddenly the fog gets waaaay too strong
I'm gonna try with raytracing disabled
Damn. That might be my weather adjuster install messed up, idk
fixing that should be pretty easy I guess with a reinstall
@hexed verge here is Morrowind thread specifically, so we can keep general clean
like it should be "flawless" (subjectively) as demonstrated in the vid right out of the box i thought..
I'm sorry 😬
Do you have legacy fog remapping off?
I have it on. turning it off doesn't effect interiors though. just checked.
Send me your rtx.conf, or is it the same as above?
same as above. thats my latest
dust is off in that config though. but that shouldn't effect the fog. just had that off for captures
and you can reproduce the same bug if you use my rtx.conf + weather_adjuster.json?
you better believe I can repro that.
Thing is, the game (either WA or morrowind itself) is setting the fog to something very strong in the interiors. Think I can't balance the ideal outdoor lighting I'm going for and get nice looking interiors as well 
Ok that looks insanely good with rtx remix
Indeed, a full RTX remaster of this game would quickly become the most popular Remix outside of the HL2 project. I'm a noob but this does make me want to learn the tools to help with some of the more tedius work potentially.
after a good sleep...I think I remember that I messed this up similarly like this before when I tried making my own custom preset. I'm sure there's a solution though if the other presets work with remix like MGG Weathers Darker Nights.
I've gotten through the tutorial videos and successfully replaced a few textures and models. When using multiple captures will it create projects for each one or is there a way I can combine everything under one project? That would be the most useful since I've already ingested over 200 textures I upscaled 😅
You mean, make multiple models and textures in one mod file?
Oh will it make more projects for each capture
Like a mod per capture
No
Ah no I guess I missed the Capture Layer list somehow. I wasn't sure how to use my other captures without leaving the project but I found the list
For a second I thought I would have to create a project per
Yeah, just flip through those, that’s how ya do that, also, if you do make multiple mods, you can kind of merge them just by dropping one folder into another, but that can be finicky sometimes
Okay thank you, happy modding!
you too
Hello everyone, sorry to keep spamming this thread. I have a couple questions, first, what should I set the flickering grey boxes to, to properly make them disappear? I was going to go down the line and see what worked but I don't want to cause a bug. Also I get a load size too big error when trying to load saves. Is there a hard memory limit in Morrowind I need to bypass to allow bigger textures and more geometry detail. Currently have most of the Hlaalu Foreign waistworks converted to use my models and it seems to render between 10-70 fps. My render settings are not optimized at all however.
hide texture instance would be the best approach unless You also want it hidden from the toolkit. which in that scenario you'd want to just ignore it completely.
As to Your error; I don't think I've heard of "Load size too big". Are You sure it's not "Chunk Size too big"?
Yes it was chunk size too big
I've never had this error before but I've heard of it. It usually means one of the expansions were installed in the wrong order or some other install issue.
try running MWSE-update in the game directory
might be a code patch thing as well...
do you have MCP installed?
I did install the code patch, I can see if my load order is correct
Might be worth trying to run the Code patch again and make sure it says patches applied in the window.
I re-ran the MCP again and that seemed to fix it! Thank you
Nice, figured it was that . YW.
Depending on how you installed the game it might be worth while moving it to a different location on your computer if you haven't already. Just incase steam or something did something silly like silently verify the files in the backround and undo what MCP did to the exe..
I think it reset when I tried to backup the morrowind files. The construction kit doesn't load with the d8 to d9 files so I was prepping for two saved locations. I opted for just dragging the files out when I want to use it 😅
That's weird. remix used to hook the ck just fine. give me a minute to check this out.
edit: yeah refuses to load with the remix dll now... well no big loss I guess wasn't very useful to run it with remix I found and always did just remove the remix dll when using it lately
Might be little OT, didn't read whole thread yet but someone asked for placing objects using physics. So here is the possibility https://github.com/Valounek/unrealMW
Nah You're good. this is OT and looks very useful imo. Nice work!
Are the instructions in this readme https://github.com/svelle/rtx-remix-morrowind-config still the correct way to install this project?
Edit: It seems like that is not the latest and greatest way to do things.
2 years ago https://www.youtube.com/watch?v=HgtP_hFYqxU
vs Today
dramatic difference
Started trying to reverse engineer the culling off completely. Found the code I think now just need to figure out how to go from there. xoxor4d please save Me bro. I'll pay lol
I just recently started reading through the github partly because of the culling. Hopefully you find it out
I replaced one of the transparent faces on the hammock with a rope mesh and as soon as the original mesh is out of sight, it is culled away. Even with infinite fulstrum enabled. The code doesn't look too entirely complicated but there's so many different classes to read through. . .
~~Pretty sure I found the right functions in the decompiled code for the game's exe. Was almost too easy to find though so i doubt it. ~~ nope didn't work.
"The kind guard stationed on the dock outside said that He's sure I'd fit right in round here..."
Better check that guard for skooma
I really need to install remix. That looks so good.

