# MGE XE

## Configuring MGE XE

* In Mod Organizer 2, click on the executables dropdown menu to the left of the **Run** button, and select **MGE XE**.
* Run **MGE XE**.

### In-game tab

* Enable **Allow yes to all load errors** under **Morrowind engine settings**.

{% hint style="info" %}
**Use D3D8To9 proxy only** essentially enables "purist mode". All graphical enhancements, including shaders and the distant land features, will be disabled. However, MWSE will remain enabled, which is crucial to run some of the latest and most advanced mods. Feel free to enable this option if you are looking for a purist visual setup. You will still be able to change your resolution in the **Graphics** tab.
{% endhint %}

{% hint style="warning" %}
Do note that certain mods *require* MGE XE to work as intended, and your game may crash with MGE disabled in-game.
{% endhint %}

{% hint style="danger" %}
You may be tempted to enable **High detail actor shadows (buggy)**. As the name says, they are buggy and can be very taxing on your framerate. I don't recommend them.
{% endhint %}

### Graphics tab

* Set **Resolution** according to your monitor or preferred windowed resolution.
* Enable **Windowed Mode** and **Borderless window**. This allows for safe ALT+TAB during gameplay, at the cost of minimal performance drops (unnoticeable depending on your setup).
* Set **VSync** to On.
* Set **Antialiasing** to x8.
* Set **Anisotropic Filtering** to x16. If your graphics card doesn't support this level, it will automatically drop to the highest supported level.
* Higher **Menu UI scaling** settings will scale up the UI. If you are playing on high resolutions (1080p and higher) I recommend starting with values at 1,20.
* Lower **FPS Limiter** settings will increase the consistency of your framerate. I personally set it to **60**.

### Distant Land tab

All options minus **Use Distant Land** and **Distant land generator wizard** are disabled when you get to this tab. We need to generate distant land for these options to become available.

* Click **Distant land generator wizard**.
* On the **Distant Land Setup Wizard**, click **Select all**. The checked plugins will be used for distant land generation.
* Click **Continue**. This will open the **Distant Land Generation** window.
* In the **Land Textures** tab, click **Create Land Textures**.
* In the **Land Meshes** tab, set **World mesh detail** to **Ultra High** then click **Create Land Meshes**.
* In the **Statics** tab:
  * Set **Minimum Static Size** to 100.
  * Check **Include reflective water in interiors**.
  * Click **Create Statics**.
* Wait then click **Finish**.

Now that you are back on the **Distant Land** tab you will see all previously unavailable options are now enabled. To get you started, I recommend you copy the settings as shown in the image below. These draw distance settings will preserve the foggy aesthetic of vanilla Morrowind, which I recommend over the absurd draw distance seen in most modern Morrowind screenshots. If you are aching for a little bit of extra draw distance, I suggest increasing the **Draw Distance** to 5,0, and cranking up the **Above Water Fog** settings to Start 3,0 and End 5,0

MGE XE automatically saves your changes, so close the window when you are done.

<figure><img src="https://raw.githubusercontent.com/Sigourn/morrowindsharp/main/pictures/DistantLand3.png" alt=""><figcaption></figcaption></figure>

{% hint style="warning" %}
Note that Per-pixel lighting takes a heavy toll on your framerate. You can disable it entirely, or limit it to **Interiors only**.
{% endhint %}

{% hint style="success" %}
Regenerate your distant land any time you install or uninstall mods that affect the landscape. Most importantly, the process will be much easier as you only need to click on **Run above steps using saved / default settings** the next time you are on the **Distant Land Generation** window. On your first distant land generation, MGE XE defaults to **Distant Land configuration setup...**.
{% endhint %}

## Mod Installation Instructions

When the guide says to install a mod, it will be formatted as follows: **Main File - Example 1.5**. This is referring to the mod's category on Nexus and file name. The guide will list a mod's specific file name, category and version if you need to do more than just download the latest main file.

Standard mod installation procedure:

1. Unless instructed otherwise by the guide, download a mod's latest main file using the **Mod Manager Download** button.
2. Once the download has finished, open **Downloads** tab in MO2 (right pane, below executable selector).
3. Double-click on the mod to install it.
4. Enable the mod on the left pane.

Sometimes, a mod will not have a **Mod Manager Download**, or will be hosted on a site other than Nexus. If that is the case, do the following:

1. Click the **Manual Download** button (or whatever the download button is for the respective site).
2. Once the download has finished, click the [![Install](https://github.com/Sigourn/morrowindsharp/raw/main/MO2/MO_Archive.png)](https://github.com/Sigourn/morrowindsharp/blob/main/MO2/MO_Archive.png) button at the top of MO2.
3. From the new window, navigate to where the file was downloaded to and double-click it.
4. Finish the install as you would with a **Mod Manager Download** mod.

When downloading multiple files from the same page, you will be prompted with a box in Mod Organizer 2 with the options **Merge**, **Replace** and **Rename**.

* You should select the **Rename** option and rename the mod to its respective file name, this will make MO2 install them as separate files for easier management.
* If you are updating from an old version of a mod, you should select **Replace**, this will automatically delete all the files from the old version of the mod and replace them with the ones from the new version.
* **Merge** should only be used when you are sure the mod will not be updated and in situations where a hotfix is uploaded as separate file.

## MGE XE Mods

### Creating a Separator in MO2

* Right-click the empty space in the left pane of MO2 and select **Create Separator**.
* Name the separator **MGE XE**.

### [**MWSE Config**](https://www.nexusmods.com/morrowind/mods/54200?tab=files\&file_id=1000043083\&nmm=1)

* **Download the mod and install through MO2.**
* If MO2 tells you no category has been found, click **Disable** to proceed.

Enables letterboxing for in-game cinematics.

{% hint style="success" %}
This is the first mod in the guide that is installed with the **Mod Manager Download** button. After downloading the mod, head to the **Downloads** section of Mod Organizer 2 to install it. Once installed, make sure you check the box next to it in the left pane of MO2 to enable it.
{% endhint %}

{% hint style="success" %}
This is the first mod we will install from the **Morrowind Sharp Resources** mod page. Remember to rename it to its respective filename.
{% endhint %}

### [**MGE XE Shader Pack**](https://github.com/LucasDelfino92/morrowindsharp/raw/refs/heads/main/MGE%20XE%20Shader%20Pack.7z)

> ⚠️ It is encouraged to skip this section unless your computer has more than 2GB VRAM, otherwise expect less than 30fps outdoors. At 8GB VRAM, I can hit a consistent 60fps even in the most performance intensive areas of the game.

* Install the downloaded archive using the manual install button [![manual](https://github.com/Sigourn/morrowindsharp/raw/main/MO2/MO_Archive.png)](https://github.com/Sigourn/morrowindsharp/blob/main/MO2/MO_Archive.png) in MO2.
* You will be prompted with a **BAIN** installer, here select **00 Core** and click **Ok**. Remember to activate the mod by checking the box next to it.
* Run **MGE XE** in MO2.
* In the **Graphics tab**, click **Enable shaders**.
* Click **Shader setup...**.
* On the **Set active shaders** window, click **Modding >>>**. Set your **Active Shaders** as follows, by double clicking on the corresponding shader under **Available shaders**.

```
SSAO HQ
Underwater Interior Effects
EdgeAA
deband_fogawarev3
Underwater Effects
Sunshafts
Special Process
Eye Adaptation (HDR)
```

* Click **Save** after setting up your shader chain.

### [**Pixel Shader Style Water for MGE XE**](https://www.nexusmods.com/morrowind/mods/50044)

* **Main Files - Pixel Shader Style Water for MGE XE**

A modernized version of the pixel shader water from vanilla Morrowind, which aims to replicate the texture, transparency, and artistic feeling of the original mercurial water, without duplicating its low resolution.

### [**Wonders of Water**](https://www.nexusmods.com/morrowind/mods/52815)

* **Main Files - Wonders of Water v1.0**

When using MGE XE's water, different weathers will produce different wave heights. Water visibility also changes with depth, an effect that can be countered with Night Eye.
