OBGE Liquid Water

Post » Wed Mar 30, 2011 1:40 am

http://www.gamesas.com/index.php?/topic/1177225-obgev2-water-package/

OBGE Liquid Water

http://www.tesnexus.com/downloads/file.php?id=37825

This Water Package Is An Extension of the OBGE Project. If you are unaware of what that is, or you do not have it installed and working, look at either the current OBGEv2 Forum Thread on the official Bethesda Forums, or Navigate to the OBGEv2 TESNexus Page. Otherwise do not bother attempting to install this Water Package.

Note: Make sure you read the included ReadMe thoroughly, as there is an unconventional installation method.




Description

A Water Replacement

The story of this project begins with the precursor to the OBGEv2 project, the long-gone OVEP project. One of OVEP's main goals was to eventually replace Oblivion's water shader. Even with mods and INI tweaks, Oblivion's water is blocky, unnatural, and unaesthetic. Unfortunately, OVEP ended up dying and the water didn't get replaced. A long while later, a series of rapid advancements in what the OBGE team realized they could do with just full-screen shaders finally led to this replacement for Oblivion's water shader, albeit with a few bugs.

The purpose of OBGE Liquid Water is to first and foremost replace Oblivion's water shader. About two months were spent on the creation of the water shader itself, while a fraction of that was spent on all other aspects of this package. The results of such a long development time for a shader do show however, with the final water replacement featuring the following:

  • Reflections and Refractions
  • Realistic Speculars
  • Water Surface Refraction
  • High Quality Normal Maps
  • Physically Based Light Scattering System
  • Underwater Volume Fogging
  • Smooth Shoreline Transitions
  • Water Caustics
  • Accounts For Weather
  • Looks Natural In All Conditions
  • Works In Exteriors And Interiors



A Fix for SSAO Fog Issues

In addition to presenting a long hoped for water replacement, this water package also provides a fix for one of the most irritating issues with using OBGE, the interaction between fog and SSAO. The SSAO provided in this package, when enabled through the included esp's INI, no longer has that issue. In caves, during thunderstorms, and underwater, SSAO will now take fog into account and will no longer be overly defined, sticking out like a sore thumb.

An Alternative Shader Loader

The final aspect unique to OBGE: Liquid Water is a new method of loading OBGEv2 shaders that are compatible with the new water. This is because the package is incompatible with both the shaderlist and support plugin methods of OBGEv2, as when loading shaders alongside the new water shader, they cause major, unfixable load order issues. In terms of ease of use versus user control, this new method is somewhere in between the shaderlist and support plugin methods. The user doesn't have to worry about load order and accidently loading incompatible shaders like they do with the shaderlist method. However, unlike the support plugin this new method doesn't allow shaders to be loaded in-game, and to change shader variables you must change the variables in the shader files themselves rather than being able to change the variables on the fly.


Installation

Requirements

Before even attempting to install this mod, make sure that both the OBGEv2 Core and OBGEv2 shader packages are installed and functional. Additionally, you must have at least OBSEv20 installed, or the water package might not work correctly. These can be all found in the following links:

http://www.thenexusforums.com/index.php?/topic/303103-obse-v20-httpobsesilverlockorg/
http://www.tesnexus.com/downloads/file.php?id=30054



Installation Process

Once you have installed the prerequisites, download from the TES Nexus page OBGE Liquid Water, then follow all of the following steps to install correctly:

  • If you are using either the shaderlist method to load shaders from OBGEv2, make sure you delete your shaderlist.txt.
  • If you are running the support plugin from the OBGEv2 shaders package, create a clean save with no shaders enabled then disable the support plugin.
  • Extract the contents of OBGE - Liquid Water to your Oblivion\Data directory. Answer yes to any merge or overwrite prompts.
  • Open your Oblivion INI
  • Replace the line bUseWaterLOD=1 with bUseWaterLOD=0
  • Replace the line fSurfaceTileSize=2048.0000 with fSurfaceTileSize=0.0000
  • Optionally, while in the INI, http://www.gamespot.com/features/6148788/p-2.html. Note that these will decrease performance, although less so for more powerful computers.
  • In the Oblivion in-game settings, disable both HDR and Bloom, unless you don't mind water color not always blending into the environment correctly.
  • In the Oblivion in-game settings, disable water ripples.
  • Enable OBGE - Liquid Water.esp in your mod load order, after any weather mods you are using, and before any cell-editing mods.



How To Change The Reflection Resolution

When you first run the game with OBGE: Liquid Water installed, you'll most likely find yourself seeing vanilla Oblivion's low resolution reflections. Luckily, you can change the reflection resolution with the following steps:

  • Make sure you've run the game at least once with OBGE: Liquid Water version 1.1.0 or higher loaded in your mod list.
  • Open your OBGE.ini (If you don't know where that is check the OBGEv2 documentation)
  • Set iReflectionMapSize either to 0 to automatically set the reflection resolution to your current screen-width, or to whatever resolution you want the reflection map to be.



How To Customize The Water

There are six different aspects of the water that can be changed by the user. These are the strength of the water caustics, the choppiness or calmness of the water's surface, the turbidity (murkiness) of the water, the brightness of the water, the color of the water, and how quickly the water becomes darker as you get deeper underwater. To change these, open the file Oblivion\Data\Shaders\Water.fx and edit the values of the following variables:
  • causticsStrength changes the strength of the caustics. The higher this value, the stronger the caustics appear. To disable water caustics, set the value to 0.
  • choppiness changes how choppy or calm the surface is. The higher this value, the choppier the waves. For perfectly calm waters, set it to 0.
  • turbidity changes how murky the water is. The higher this value, the murkier the water is. Murkier water will also make water depths darker, so change depthDarkness correspondingly.
  • inScattCoeff changes how bright the water color is. The higher this value, the brighter the water becomes. This will also affect water transparency to an extent.
  • inExtCoeff changes the color of the water, but nonlinearly. The lower the first value, the redder the water becomes. The lower the second value, the greener the water becomes. The lower the third value the blue-er the water becomes.
  • depthDarkness changes how quickly water becomes darker as you get deeper underwater. Higher values make the darkening happen quicker. A value of 0 disables darkness at depths completely.



How To Load Shaders

The installation process described above will by default only cause Oblivion's water to be replaced with the new water shader. However, if you also want to load compatible OBGEv2 shaders other than the new water shader, do the following:

  • Open the file Oblivion\Data\Shaders\Shaders.ini
  • To enable a shader, replace the 0 on the line corresponding to that shader with a 1.
  • To disable a shader, make sure there is a 0 and not a 1 on the line corresponding to the shader.


If a shader is not in the INI, that means it is not currently compatible with this water package, and it may never be. For example, no depth of field shader is currently compatible with the Water Package. Also, make sure that you don't load more than one SSAO shader, or the game will become laggy and look bad. To find out what each of the shaders in the INI does, read the OBGEv2 Shader Package documentation. If you wish to change a shader's variables, you must open the respective shader's file in the shaders directory, and edit the variables in there.


How To Edit Shader Variables

In order to change shader variables, you must follow the procedure outlined below:
  • Open the file of the shader whose variables you wish to edit.
  • Find a variable that is user-editable that you wish to change
  • On the same line as the variable you wish to edit, if you see extern replace it with static const
  • Change the value of the shader variable to whatever you want it to be.



Uninstallation

If you wish to return to using the OBGEv2 support plugin or shaderlist methods:
  • Make sure all shaders in the file Oblivion\Data\Shaders\Shaders.ini are disabled, and save in a new slot.
  • Disable and delete OBGE - Liquid Water.esp
  • Delete the files Shaders.ini and Water.fx located in the Oblivion\Data\Shaders directory.
  • Delete the file Oblivion\Data\Textures\Effects\water_NRM.dds
  • Undo the Oblivion INI changes you made during installation.
  • Extract OBGEv2 into your data directory, overwriting all files.

You should now be able to run Oblivion without OBGE: Liquid Water but with OBGEv2 and avoid any problems. However, if you wish to fully uninstall OBGEv2 as well follow the above steps and then follow the uninstallation procedures of OBGEv2.


Compatibility

This shader should compatible with anything except the following:

  • Any Water Mods - don't use them.
  • The OBGEv2 Shaderlist Method - don't use it.
  • The OBGEv2 Support Plugin - don't use it.
  • Other Mods Requiring OBGE - will work, but may suffer from graphical oddities (you'll have to test it out).



Troubleshooting

How To Report Bugs Helpfully

Read this readme fully, as well as the Bethesda forum thread, especially the FAQ's. If your problem is not described there, and you know for a fact it you did not have it with OBGEv2 before installing this mod:

Supply the following:

  • Your Operating System.
  • Your graphics card.
  • The contents of your OBGEv2.log. This log is in your Oblivion directory.
  • The contents of your OBSE.log. This log is in your Oblivion directory.
  • The contents of your Shaders.ini.


The above documents should be posted exactly how they appear in the file, in spoiler (ie.
Spoiler
content
) tags.

In addition, if what you are experiencing is a graphical bug of some kind, you should supply screenshots. It has been noted that Oblivion's screenshot function may not work with OBGEv2 installed, so in that case use FRAPS or some other 3rd party screenshot tool. You can convert the image from .bmp to .jpg in Wrye Bash. Upload the screenshot and post a link to it, so we can see what your problem actually looks like.

If your bug is with a shader effect, and you have altered any variables within the shader, also post the lines on which you changed anything, exactly how they are in the shader, again in spoiler tags.

We can't really help all that well without the above information, as especially with graphical errors, it can hard to describe them in writing in a way that we will be able to understand what's going on.


FAQ's

Q: Does OBGE: Liquid Water require any specific hardware to run?

A: OBGE: Liquid Water uses Shader Model 3, which means you must have an SM3 compatible graphics card.

Q: Why is the shader ________ incompatible?

A: Most likely due to unfixable load order issues or due to issues caused by oblivion's default water plain not rendering in the depth buffer.

Q: Why does the water render over rain?
Q: Why does water render over magic effects?
Q: Why does water render over other effects such as fire?
Q: Why can't I see water through cobwebs?
Q: Why can't I see water through light beams?
Q: Why can't I see water through other transparent objects?

A: These are all unfixable issues with transparency. You'll have to live with them or uninstall the OBGEv2 Water package.

Q: Why does Lake Arrius act very weirdly, with the water being rendered at incorrect heights?
Q: Why does water not in the current cell sometimes render at the wrong height or not at all?

A: These are all unfixable issues caused by the required assumption that all water is located on the same plain as the water in the current cell. You'll have to live with them or uninstall the OBGEv2 Water package.

Q: The water looks weird in some weather conditions and isn't blending into fog correctly, why?

A: HDR and Bloom are rendered before the water is, and so they aren't applied to the water. This means that water color might not blend into the environment correctly if they are enabled. You can fix this by disabling HDR and Bloom.


Credits

Bethesda Game Studios - For creating TES IV: Oblivion, and allowing us all to create mods such as this for it

CptJoker - For his lava textures that are used for rendering lava when the water package is installed

Ethatron - For providing an updated OBGE dll that has the capability to pass the reflection map to the water shader

Hrnchamd - For creating the bit of code that led to accessing worldspace coordinates in shaders

iPrimE - For discovering how to correctly linearize the depth buffer, and the SSAO fog fix hlsl code

jonwd7 - For creating the initial water caustics, and creating the basis and majority of the current plugin

phal - For his MGE water shader initially being an inspiration for this one, and for his high quality water normal maps

Scanti - For significantly improving the original Oblivion Graphics Extender to create OBGE version 2

shadeMe - For many major and minor updates to OBGEv2 and for the Construction Set Extender

Timeslip - For creating the original Oblivion Graphics Extender, without which no shader replacements could exist

Tomerk - For the water shader itself, and for a bit of the shader handling code in the included plugin

vtastek - For allowing his Godrays shader for OBGEv2 to be modified and released with this package

wrinklyninja - For maintaining the official OBGE thread on which this package's development was discussed

The Rest of the OBGE Contributors - For too many minor and major updates and shaders to mention here

The TES Modding Community - for providing support during the development of this water package

And to various articles on how to render realistic looking water.


Change Log

1.1.0:
- Provides Ethatron's for the memory leaks: this mod is now stable
- Added lava rendering using textures from CptJoker's Real Lava mod
- Fixed water aliasing when running HDR (HDR still does not apply to the water)
- Reduced specular highlights in bad weather
- Fixed water height issues in Anvil, Cheydinhall and the Imperial Arboretum
- Added a section to the ReadMe about customizing the water
- Added a section to the ReadMe about editing shader variables
- Added a section to the ReadMe about changing the reflection resolution
- Renamed the mod to OBGE: Liquid Water

1.0.1:
- Added another step to installation, fixed a bug with AMD cards

1.0.0:
- Initial Release
User avatar
Cat
 
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Post » Wed Mar 30, 2011 8:29 am

For the next release, in the water shader you might want to list the default values next to the editable parameters. For example I currently have it like this:

static const float causticsStrength = 0.7; //The strength of the caustics (0.35)static const float choppiness = 0.9; //How choppy the waves are. The higher this value, the choppier the water (1)static const float turbidity = 0.7; //Density of particles in the water. Lower values make water more transparent (1)static const float inScattCoeff = 0.12; //Scatter Coefficient of the water (0.20)static const float3 inExtCoeff = float3(0.3984, 0.2684, 0.2602); //Extinction Coefficient of the water (0.3984, 0.2684, 0.2602)static const float depthDarkness = 0.1; //Affects how quickly the water volume gets darker with depth underwater (0.1)


Anyway, almost time for Operation Beautiful F##########king Screenshots!
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Margarita Diaz
 
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Post » Wed Mar 30, 2011 10:28 am

Anyway, almost time for Operation Beautiful F##########king Screenshots!


LMAO! Glad my pep rally speech worked :rofl:
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Casey
 
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Post » Wed Mar 30, 2011 4:59 am

Ha Ha, sounds like one of the real tv show my wife loves so much :facepalm: :tongue:
About iReflectionMapSize, you add that at the end of the obge.ini which is in same folder as oblivion.ini right ?
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roxanna matoorah
 
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Post » Tue Mar 29, 2011 9:47 pm

I might make a scenic video once I figure out how to clone my HDD to my new 1TB HDD. problem is it won't show up. GAH!

I might have to just reinstall Windows 7 and start from scratch. T.T
I'd rather not do that.
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Damien Mulvenna
 
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Post » Wed Mar 30, 2011 2:55 am

Just so you know, I'll be keeping an eye on this. That means at some point, I'll be making a video displaying the mod and posting a discussion of its features on my blog. Hopefully that'll help with your advertising efforts.
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Sara Lee
 
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Post » Wed Mar 30, 2011 9:27 am

About iReflectionMapSize, you add that at the end of the obge.ini which is in same folder as oblivion.ini right ?

Yes. I'm assuming adding it to the end of the ini if it isn't already there should work, but it'd be good if you could confirm that it actually does work. I already had it in my ini so I just had to change the value.

Actually, if it isn't there at the end of the ini, try running the game with the new water enabled without touching the ini (which is what the instructions say I believe), then exit and see if iReflectionMapSize shows up at the end of the ini. If that doesn't work just try adding it.
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sarah simon-rogaume
 
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Post » Tue Mar 29, 2011 10:06 pm

I made an alternative, basic OMOD of it, with fewer features. As a result, it does not need OBGE to have been previously installed. Although, I'm sure no one on these forums is going to use the basic version :P Once Lojack responds to my PM, I'll update the non-basic version to include his BAIN conversion file.
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neil slattery
 
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Post » Wed Mar 30, 2011 7:58 am

It worked thank you
I have some http://img821.imageshack.us/img821/8438/watertear.jpg happening.
(meaning not dramatic, but once you notice it...)

And as we all want Liquid Water to be TheWaterModyou'lleverneed, it was my duty to report it, Sir :biggrin:
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Verity Hurding
 
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Post » Wed Mar 30, 2011 3:04 am

here are some nice water pic's

http://www.xfire.com/profile/cogstar/screenshots/?view#112688798
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Tamara Primo
 
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Post » Wed Mar 30, 2011 5:49 am

Thank you Tomerk for this amazing mod! I have a few questions regarding HDR and the water customization.

How badly will the water become using HDR? - If it's just the blending with the shoreline textures then it's fine for now, I guess.

Another thing is about the water tint or color. Enhanced Water HD mod was IMO the best looking water mod so far because it made water transparent - just enough to reflect the exterior colors and still display some "murky" darker depth underwater.
From Cogstar's screenshots there is visible blue tint from the vanilla configuration.

Could you provide a configuration (or optional settings) to make the OBGE Liquid Water colors match the Enhanced Water approach?
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Sara Lee
 
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Post » Tue Mar 29, 2011 8:58 pm

This water mod looks awesome, the screenshots really look promising.

I'll follow this and see how it develops. The SSAO fix seems really useful, too. I only miss DoF and SSII, so I'll wait to see if/when these are integrated (especially DoF/distance blur, which hides the awful distant mountains etc.) to install it. Do you know how complex it would be / how much time it would take ? I recall reading that you could implement DoF (but maybe I misread...) so I was just wondering.

This + ShadeMe's dynamic shadows (when/if he releases them one day) will truly make Oblivion magnificent.
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Marion Geneste
 
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Post » Tue Mar 29, 2011 10:52 pm

Could you provide a configuration (or optional settings) to make the OBGE Liquid Water colors match the Enhanced Water approach?

I'd suggest the values I pasted above, the first reply after the original post. http://i53.tinypic.com/2j2eyz8.jpg are http://i53.tinypic.com/2j2eyz8.jpg when I was using values that were very close to, but not exactly the same as those values. I liked Enhanced Water's style compared to all the other mods out there too, though I'm not sure if I'm really trying to emulate it totally.
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OJY
 
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Post » Wed Mar 30, 2011 8:57 am

After having gotten the mod to work, I'd definitely say it was definitely worth it. I haven't had too much time to admire it yet but what I've seen has already given a good impression, certainly much better than the default water, and while previous water mods have been able to improve on that considerably, they just weren't able to make changes as major as this, in the end, while those mods were nice for what they do, there's just only so much you can do with Oblivion's water without replacing it with a new shader, and that's why, if you want the best visual quality possible, I'd say this mod is the best Oblivion water mod by default, of course, some people will probably be turned off by the non-standard installation method, and that's understandable, still, I'd say the installation instructions are pretty helpful.

So far, my one complaint is the lack of ripples, but for what I get for the tradeoff, I'd say it's a worthy sacrifice.

In short, great work, it's because of mods like this that Oblivion can keep looking better.
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neil slattery
 
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Post » Tue Mar 29, 2011 11:36 pm

I re-enabled Alive Waters, and with increased transparency on the water it's pretty incredible looking at the surface of the water and in some places being able to see the reflected environment and below it the various plants Alive Waters adds to underwater terrain. So much detail. (being captured in screenshots, hehe)

If you haven't tried it before now's probably a good time to try Alive Waters, at least if you have your water more transparent than default, though it's still good to have if your water's murky.
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Cash n Class
 
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Post » Wed Mar 30, 2011 1:32 am

Thank you Tomerk for this amazing mod! I have a few questions regarding HDR and the water customization.

How badly will the water become using HDR? - If it's just the blending with the shoreline textures then it's fine for now, I guess.

Another thing is about the water tint or color. Enhanced Water HD mod was IMO the best looking water mod so far because it made water transparent - just enough to reflect the exterior colors and still display some "murky" darker depth underwater.
From Cogstar's screenshots there is visible blue tint from the vanilla configuration.

Could you provide a configuration (or optional settings) to make the OBGE Liquid Water colors match the Enhanced Water approach?


how about this one looks like Enhanced Water to me http://screenshot.xfire.com/s/112697320-4.jpg oh and all my pic's from http://screenshot.xfire.com/s/112693817-4.jpg down are in HDR oh and ive add 40 more pic's now.
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Tracy Byworth
 
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Post » Wed Mar 30, 2011 3:51 am

I had a few questions concerning some issues I'm dealing with. I believe I have Liquid Water installed right, I load it up in game with vanilla Oblivion.esm, and the water looks fantastic. Yay!

The two issues I have are these:

1) I'm seeing "gridlines" on my water. I've uploaded a few screenshots of what I'm talking about. I guess The Radec has seen these too.
http://img861.imageshack.us/img861/2238/oblivion201104071604190.jpg
http://img638.imageshack.us/img638/3578/oblivion201104071604498.jpg

2) My lava is un-moving and completely static. Again, I'm running just Oblivion.esm and Liquid Water, no lava mods. I've uploaded a screenshot, even though you can't really see the motion problem. Maybe it'll help.. XD
http://img849.imageshack.us/img849/4835/oblivion201104071607298.jpg
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Amy Gibson
 
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Post » Wed Mar 30, 2011 3:54 am

Lava has never been moving as far as I can remember, that's expected :P The tears I'm looking into a fix for right now, but they're less obvious with HDR enabled. And as for iReflectionMapSize, it should be at the bottom of OBGE.ini. If its not, just add it.
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Alycia Leann grace
 
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Post » Wed Mar 30, 2011 7:26 am

Lava has never been moving as far as I can remember, that's expected :P The tears I'm looking into a fix for right now, but they're less obvious with HDR enabled. And as for iReflectionMapSize, it should be at the bottom of OBGE.ini. If its not, just add it.

Question about the lava:
Does it not move as in completely 100% still? Or does it move like the vanilla lava does (slowly and with kind of weird "bubbles")?
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Timara White
 
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Post » Wed Mar 30, 2011 11:51 am

It moves like the mod real lava does: 100% still
Unless I'm mistaken about the mod real lava not moving
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Oyuki Manson Lavey
 
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Post » Wed Mar 30, 2011 6:13 am

Lava movement similar to Star Wars Ep III would be awesome! Just throwing it out there. :) http://www.youtube.com/watch?v=pSwy412nttI
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Janette Segura
 
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Post » Wed Mar 30, 2011 4:34 am

Don't get your hopes up :P

The best I could do is make all lava scroll in a single direction, which wouldn't look very good.

Also, v.1.1.1 is up:

- Made the lava look hotter
- Added Lojack's Bain Conversion File to simplify installation
- Fixed water tearing with HDR off
- Provided an OBGE Liquid Water Basic OMOD that only includes the water replacement
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Isabella X
 
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Post » Wed Mar 30, 2011 12:40 pm

Concerning the lava:

I haven't been to the Oblivion Plane in ages.. So I don't remember what it used to look like.
It may just be my brain remembered lava as slowly moving... XD My bad
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Jhenna lee Lizama
 
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Post » Wed Mar 30, 2011 11:14 am

Don't get your hopes up :P

The best I could do is make all lava scroll in a single direction, which wouldn't look very good.

Also, v.1.1.1 is up:

- Made the lava look hotter
- Added Lojack's Bain Conversion File to simplify installation
- Fixed water tearing with HDR off
- Provided an OBGE Liquid Water Basic OMOD that only includes the water replacement


Yes, exploding lava fountains might be a bit extreme. But I was mostly referring the movement of the lava river... seems to be going in one direction.
Honestly, I guess it doesn't matter much to me. i spend about zero time in Oblivion anyway. :shrug:

Thank you for the update tomerk. I'm working on more screenshots after I get my new computer built tonight :)
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Everardo Montano
 
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Post » Wed Mar 30, 2011 5:59 am

Thanks for the patch. 8)

However, even with 1.1.1, I can still see a faint grid line. It's much better than before, though.
Let me know if you want a screenshot of it
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Nicholas C
 
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