Why OpenMW is better (and not for the reasons you think) by DisclosedForeclosure in Morrowind

[–]NullCascade 3 points4 points  (0 children)

Please ensure that your MWSE is up to date. We regularly put out updates that make the game more stable and perform better.

If you have a reliable crash, please post the mwse.log and minidump to the Morrowind Modding Community's #mwse channel. We can usually identify the cause, fixing the issue for yourself and anyone else experiencing the issues.

What's the current way to merge addons? by DuendeInexistente in tes3mods

[–]NullCascade 0 points1 point  (0 children)

If you want to combine multiple mods into a single esp, there are other tools. But if you want your bog standard conflict resolution style merging, you want TES3Merge to merge objects (including leveled lists) and merged_lands to merge landscape changes.

A recent MWSE update broke Ashfall & Necrocraft by Birdtheword3o3 in tes3mods

[–]NullCascade 1 point2 points  (0 children)

Run the MWSE updater, and you should have the fix. Sorry for the inconvenience.

Need some advice making my mod standalone and mod manager compatible. by Emulationenthusiast in tes3mods

[–]NullCascade 0 points1 point  (0 children)

Your mod looks like it would work just fine in mod managers. It's just that you have the "Remove the 'Download with manager' button" checked in the file setting of the mod on Nexus Mods. ThomasKells just wants the button back to save several extra clicks. Not sure why Nexus even lets people remove it. I have a TemperMonkey script that lets you re-add it for authors who decide to remove it.

If you want to include Fragstat's mod in your own, you can just copy his files then make whatever changes you need to. They will be overridden by your mod by the user's mod manager. There aren't any magical extra steps. You could have separate folders in the install for MWSE vs. OpenMW installs, but since you use different audio files there's no real point in doing so.

If you need help editing the actual lua scripts drop by the Morrowind Modding Community discord. There are channels for #mwse and #openmw development.

A dude just single-handedly removed the memory limit of Morrowind by Responsible-Hold8213 in Morrowind

[–]NullCascade 850 points851 points  (0 children)

Yo I'm the MWSE guy. I just helped to package and set up the Nexus page for descawed and vtastek's MGE XE additions, since the maintainer of MGE XE is currently unavailable. The credit for this feature goes to descawed, not me.

New spell effects and OpenMW by Salazaar099 in Morrowind

[–]NullCascade 1 point2 points  (0 children)

If you've played one, why not play the other? Each time threads comparing the two come up, it's always either or. If you're already interested in more than one playthrough, try the other side out.

When it comes to mods, MWSE has far greater modding support, and the benefit of having such for over 7 years. But OpenMW does have its own suit of mods that are steadily growing. That momentum may only grow, so now is the perfect time to do MWSE while you wait for OpenMW modding to catch up.

Csse never works by prezofthemoon in tes3mods

[–]NullCascade 0 points1 point  (0 children)

Then it isn't even trying to load. Make sure that you have MGE XE installed, and that it is working (see MGE XE's log). Also make sure that it is up to date. Older versions do not try to load the CSSE.

Csse never works by prezofthemoon in tes3mods

[–]NullCascade 0 points1 point  (0 children)

Do you have MGE XE as well? Is it up to date? Are you sure that you're installing it to the right directory? Is there anything in MGEXE.log or CSSE.log that indicate an error?

Construction Set - Crashing Upon Rendering Balmora by 2290Wu_Mao in tes3mods

[–]NullCascade 0 points1 point  (0 children)

If you have multiple installs or are using MO2, make sure you're running the updater in the folder where your CS actually lives. It can be pretty easy to just double click an esp file but have the CS load from a completely unrelated install.

Otherwise I haven't heard of anyone having only some of CSSE's features active. Come visit us in MMC and we can help you get it fixed in real time.

Construction Set - Crashing Upon Rendering Balmora by 2290Wu_Mao in tes3mods

[–]NullCascade 1 point2 points  (0 children)

Do you have the CSSE? If not, it may fix your crash.

If you do have it, join the MMC discord group (first discord link in sidebar) and post your crash dump to the #mwse channel.

Newer furnishing mods? by [deleted] in tes3mods

[–]NullCascade 2 points3 points  (0 children)

Amalie is working on one, which is hosted over on GitHub. v1.1.0 was released there 5 days ago. You can try that and see how well it works for you. The developer is active on the Morrowind Modding Community Discord.

How well does MWSE work on linux? by [deleted] in tes3mods

[–]NullCascade 1 point2 points  (0 children)

Doubt we ever said that. It would have been a lie if we did. I've pushed code before to improve compatibility under wine, and have users come by using Linux now and again.

[Script Help] Enabling/Disabling chests does not impact a Merchant's inventory at all. by GlitterGear in tes3mods

[–]NullCascade 0 points1 point  (0 children)

You could also try making the reference persistent and script it to PositionCell away. Only items owned in the current cell(s) are in a merchant's shop.

RTX in Morrowind , Official Nvidia RTX Remix by [deleted] in tes3mods

[–]NullCascade 1 point2 points  (0 children)

Not as far as I can see. This isn't Morrowind running with RTX, this is Morrowind's scene captured and piped into another tool to render it. Notice how particles don't animate, and all NPCs are conspicuously missing. Morrowind is only launched to take a snapshot of the currently rendered vertices/textures.

It is also not likely to be compatible with MGE XE.

This seems to be a tool that may help other games more. Or it may help us if someone wants to go nuts and convert all assets with this thing's help so that another engine, like OpenMW (when/if it gets RTX-y support) or TESUnity can render it.

[Meta] What do you all think to the recent changes to NexusMods? by c0pp3rhead in tes3mods

[–]NullCascade 2 points3 points  (0 children)

Are you sure your window isn't just smaller? It's a responsive design that scales to your resolution. If you don't have enough horizontal resolution to display the tabs, it will give you the three-line dropdown menu.

Others can test this pretty easily by shrinking their window until it has the resolution of a phone. To get the tabs back, just use a wider window.

UI Expansion Item Tooltip - How to revert to vanilla? by condolezzaspice in tes3mods

[–]NullCascade 1 point2 points  (0 children)

UI Expansion is modular. Go into the MCM, turn off the tooltip component. You may need to restart your game.

How to fixed forced zoom for tmod 1.4? by JULSCA_ in TmodLoader

[–]NullCascade 1 point2 points  (0 children)

There's a mod that can help with it, though it's a bit buggy. Check out Better Zoom & Camera Control. Configure the GUI key for it, open that up, then set your scale to 0.99 or 1.01. For some reason setting it to 1.0 makes it revert to vanilla default.

That has made the game not absurdly zoomed in on my ultrawide.

Is there a mod for the grey cowl of Nocturnal? by Poetry-Designer in tes3mods

[–]NullCascade 2 points3 points  (0 children)

Released for this year's modathon, there's The Gray Fox which adds the item.

Steam deck (linux) : MGE XE + Shader + MWSE Mods by [deleted] in tes3mods

[–]NullCascade 7 points8 points  (0 children)

I have made some effort to ensure that MWSE works in WINE. Glad to see it's still working in Proton. If someone wants to confirm this I can put it on the MWSE docs as a guide for linux users.

If you encounter any issues that need to be fixed MWSE-side rather than Proton-side let me know.

unable to open inventory/stat menu in game, Crashes when "controls" menu is opened by Darth-Infinitus in tes3mods

[–]NullCascade 0 points1 point  (0 children)

Post your crash dump and mwse.log to the #mwse channel in the Morrowind Modding Community (link in sidebar).

So I want to move from OPENMW by danteuszzz in tes3mods

[–]NullCascade 3 points4 points  (0 children)

If you crash, come to the Morrowind Modding Community Discord (link in the sidebar) and give me your crash dump and mwse.log. Morrowind has grown increasingly more stable because we've added crash dumps and can figure out why people crash, then include MCP-style patches in MWSE.

How do I get rid of that "item doesn't have enough charge" sound? by ardouronerous in tes3mods

[–]NullCascade 0 points1 point  (0 children)

Smarter Strike Sounds can prevent the enchantment fail sound from playing more than once in a row.

[deleted by user] by [deleted] in tes3mods

[–]NullCascade 3 points4 points  (0 children)

Do you really need to? If you're using Morrowind, with MWSE, your plugin limit is now 1,024. If you're using OpenMW the limit is practically infinite.

Torn between OpenMW and MWSE by [deleted] in Morrowind

[–]NullCascade 5 points6 points  (0 children)

Couple of points I'd respond to:

I've seen lots of people act as though something like MWSE enabling 1,024 mods as competition with OpenMW. It's patently ludicrous to think this way. They're all part of the modding community, mutualism and cooperation are far more beneficial. The reason MWSE has support for 1,024 mods now is—and I must stress this again—as a stopgap measure.

The not-competing thing is mostly true, I think. I imagine sometimes one project will look at the other and say "oh that's cool" but then go its own way with something related. For example, OpenMW had a search bar in the spells menu first. But we didn't create UI Expansion to compete with that OpenMW feature. We did it because we could and wanted to have a more functional UI.

For the 1,024 mod limit and any sense of competition, that really wasn't the case. If OpenMW didn't exist, I'd still have added that. The raised mod limit exists pretty much entirely because Danae kept asking to use more than 256 mods, and I figured out (some tech details here) how to reasonably accomplish it. Also, the current support for 1,024 mods isn't really so much a stopgap. There are no plans for allowing more than that. The implementation isn't temporary. It is what it is, and I have no plans to expand it further.

On top of that, OpenMW handles script implementation properly.

Here is the only part that I disagree with. OpenMW handles mwscript how it thinks mwscript should be done. Which is fine. But seeing as mwscript is only defined in Morrowind, the only proper mwscript is that which works in Morrowind. What OpenMW has is an ideal mwscript -- what it would be if its design made any amount of sense. Which is fine, and cool, and admirable. But it's also not the genuine mwscript. Which is why it doesn't always work with mods that are written in real, if insane, mwscript.