» Mon Jul 19, 2010 5:52 pm
showler: Realistic Health's shader is an OBGE shader, so it should not be "merged into the Oblivion shaders", whatever that means, it should be just placed in the shaders directory. I've not used OBGE debugged, and didn't even know it existed. If you don't install/activate the RealisticHealth.esp then the shader never even gets turned on.
The artefacts you showed are not likely to be directly caused by the RH shader. The RH shader is a very simple whole-screen shader that only touches individual pixel's hue, saturation, and contrast without using any context from adjacent pixels. This means it might change the brightness, contrast or tint, but these will always affect the whole screen evenly with at most a radial "tunnel" pattern. It should never interfere with the rendering of textures or blur things.
However, even though the RH shader is very lightweight, all shaders involve scary amounts of processing inside the video card. Fortunately video cards have scary amounts of processing power to spare, so I was surprised when writing the RH shader that I could not measure any performance difference at all, even on a crappy laptop. However, every piece of work you stack onto the video card adds up, and eventually it can add up to more than the video card can comfortably handle. At that point you can get things like crashes, degraded framerates, degraded visuals, or god knows what. The line between "works fine" and "doesn't work at all" can be really fine... it either has the pipelines/registers/shaders/whatever to do the work, or it doesn't. So even though the RH shader is really really light-weight, it might be the straw that breaks the camels back.
Your problem might be symptoms of hitting this one-too-many-shaders limit. Are you running other shaders? Other OBGE shaders? Note that RH does not need ScreenEffects, and if you installed it then you've added another shader which is quite heavyweight. I suspect that turning off any one of the shaders you have installed will fix the problem. Note that RH uses both it's own shader together with the default Oblivion blur hitshader. The blur hitshader is much more heavyweight than the RH shader, so setting healthBlurGain to 0.0 in RealisticHealth.ini so it doesn't trigger the blur shader might also help. The difference with OBGE Debugged might be because it adds a tiny bit of extra overhead to each shader which also pushes your card over its limits.
In RF the panting is done as lip-synced speech, which requires subtitle text to generate the lipsync animations. You can turn off subtitles in your option to turn off the text. You are the second person who has encountered an actor with a max fatigue of only 1, and it's not clear what is responsible... whatever it is should stop it unless the intention is to make the actor so feeble they are nearly dead, even without RF installed.