The Elder Scrolls III: Morrowind

The Elder Scrolls III: Morrowind

olthaen Nov 9, 2022 @ 12:28am
MGE XE not totally working with Wine/Proton on Arch
I'll start by saying I am rather inexperienced with Wine and Proton; I know more or less what they do, but my previous attempts to fiddle with them has been very finicky and frustrating.
I'm trying to run Morrowind on Arch Linux with the MGE XE[www.nexusmods.com] mod, following the instructions I have found in this Reddit post. I have added the required libraries with winecfg and winetricks, successfully run the MGXEgui to configure the settings, and I can confirmed that higher resolution, custom 3rd person camera and FPS display are working in-game. The rest of them - distant land, shaders, skip opening movie, daggerfall combat, etc. - are not. mgeXE.log shows only the following:
MGE XE 0.14.3 MWSE.dll injected
I read in this[bugs.winehq.org] wine report thread that distant lands requires d3dx9_43, but that has been added with winetricks.
Morrowind Code Patch is successfully installed and functional, and the game is not crashing. Not sure where to go from here.
Last edited by olthaen; Nov 9, 2022 @ 12:31am
Originally posted by Ghost:
My knowledge of Wine/Proton is likewise negligible but that's a bit weird. Presumably you want those features? Unless you have something that requires MWSE, OpenMW might be better option.

The daggerfall combat option has always been janky so that's not surprising, and is kinda pointless. Can use movement based attacks if you like by turning off 'always use best attack' in the games options.

For shaders you've enabled them in the first MGE XE screen and gone into the shaders options to set them up? And similarly with distant land, you've gone into the settings and told it to generate all enabled plugins?

For the opening movie you can press escape to skip. Alternatively, you could try doing it manually by renaming the video file in the Data Files/Video folder and creating an empty file with the same name and type.
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Ghost Nov 9, 2022 @ 1:32am 
My knowledge of Wine/Proton is likewise negligible but that's a bit weird. Presumably you want those features? Unless you have something that requires MWSE, OpenMW might be better option.

The daggerfall combat option has always been janky so that's not surprising, and is kinda pointless. Can use movement based attacks if you like by turning off 'always use best attack' in the games options.

For shaders you've enabled them in the first MGE XE screen and gone into the shaders options to set them up? And similarly with distant land, you've gone into the settings and told it to generate all enabled plugins?

For the opening movie you can press escape to skip. Alternatively, you could try doing it manually by renaming the video file in the Data Files/Video folder and creating an empty file with the same name and type.
Last edited by Ghost; Nov 9, 2022 @ 1:33am
olthaen Nov 9, 2022 @ 1:53am 
I'm not terribly bothered by the intro movies and DF not working so that's no big deal, really I just wanted the distant lands option so I can see further than a few metres. But yeah I'm able to generate the distant land stuff just fine, no problems there - I can see all the files it's made in `Data Files` - and shaders have been set up alright as far as I can tell. I will look into OpenMW though.
Last edited by olthaen; Nov 9, 2022 @ 1:54am
olthaen Nov 9, 2022 @ 2:54am 
Yeah OpenMW is significantly easier to get working. It's even in the Arch community repo; barely any setup to do. Thank you for pointing me to it.
Messsucher Nov 10, 2022 @ 10:58pm 
Trash MGE XE, problem solved.
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Date Posted: Nov 9, 2022 @ 12:28am
Posts: 4