
Notably has implemented some bug fixes in coordination with TR and the PT mods. Additionally, Lua -based server-side scripting allows for a very different and new experience. These can range from vanilla-only to highly modded setups. It also allows the map to be as big as your mods need it to be, at a higher resolution than MCP. OpenMW allows for better performance of Tamriel Rebuilt on modern hardware. Replace d3d8.This allows you to scale up the map to show TR's landmass, but still being a fixed size. Please report rendering errors with detailed information and a screenshot. When reporting errors, always post mgeXE. Check there first if it crashes or white screens, it may explain why. Please post your mgeXE.Īll errors while running Morrowind are logged to mgeXE. When the shader generator fails, objects will turn a default purple. I'll have to figure out how to work with them. You may notice dark spots in some cells, these are negative lights placed in the world. It is adjustable, but the linear coefficient will be ignored.īind the 'toggle lighting mode' function in the macro editor to a key for comparing the difference. Beta testing the lighting requires changes to your settings. The lighting effect improvements vary depending on the overall lighting setup in each cell, some work better than others. This is still somewhat slow compared to standard lighting. Replaces the standard vertex lighting with a shader generator that generates per-pixel lighting shaders. Small objects will cast weaker shadows for their size.

Don't expect everything to cast a shadow, it's only objects large enough to appear in distant land.

Recommended: set timescale to 10 or 15 in the console to slow down the day cycle or to speed up. Source: Jac's thread on the official forums.
