[WIPz] Oblivion Evolution - A Next Generation Mod Compilatio

Post » Mon May 07, 2012 6:28 pm

I would add OBGE and OBGE Liquid Water instead of Enhanced Water.

Such a shame you've got rejected All Natural, AWLS and AEVWD, would those be easy to add to Oblivion apart from Evolution just by installing them separately?
User avatar
Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm

Post » Tue May 08, 2012 5:59 am

I'm not certain that OBGE is compatible with the purpose of a mod compilation. OBGE usually requires some machine-specific fiddling to get working, which is the kind of thing compilation users are probably trying to avoid.
User avatar
Kate Murrell
 
Posts: 3537
Joined: Mon Oct 16, 2006 4:02 am

Post » Mon May 07, 2012 10:26 pm

Pretty much a must have OBSE plugin these days: Elys Silent Voice

Suggestion; Sound and Music - Cliffworm's Sounds of Cyrodiil.

Browsing through the list, looks like there's a few things that need to be re-evaluated, like Immersive Interiors requires All Natural, and the Really AEVWD texture packs require RAEVWD.
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Mon May 07, 2012 9:24 pm

That "Crash Prevention System" should go.
Why? Please elaborate.

Several (maybe more!) mods are listed with an outdated version number. That kind of thing should be remedied, I think. Also, Natural Environments is not ideal. Enhanced Vegetation, a different weather mod, and perhaps another water mod (or OBGE?) would be better.
Please read the notes. Mods will be updated before release. From Natural Environments only the wildlife part gets installed (via the Wrye Bash subpackage system) and Enhanced Vegetation is actually part of OE. Liquid Water looks amazing, I haven`t tried it though. There are two issues here: OBGE breaks the ability to ALT+TAB out of the game, and I heard that Liquid Water hits performance by a significant amount (as most OBGE shaders). I have 1 GB of VRAM and can run all the mods in the list without noticing any performance hit, with exception of Really AEWVD, which would have been deactivated by default. Performance is very important to me.

Some kind of leveling that is not XP? Maybe Realistic Leveling, or nGCD, and also Progress (in either case)...?
I`m thinking about adding Progress, so people can tinker with their levelling settings.

There are many little things (not listed) that I like, but I have no idea how welcome they would be, or how likely to be permitted, for that matter...
It isn`t forbidden to make suggestions, is it?

Anyway, as far as texture replacers and the like go, the recent "Oblivion the Beautiful" thread would be worth combing through, I imagine.
OE covers a lot of texture replacers. Name a specific one and I`ll look into it.

I would add OBGE and OBGE Liquid Water instead of Enhanced Water.
Look above.

Such a shame you've got rejected All Natural, AWLS and AEVWD, would those be easy to add to Oblivion apart from Evolution just by installing them separately?
OE will come with a Wrye Bash part, so I recommend to you to bainify these mods.

Pretty much a must have OBSE plugin these days: Elys Silent Voice

Suggestion; Sound and Music - Cliffworm's Sounds of Cyrodiil.

Browsing through the list, looks like there's a few things that need to be re-evaluated, like Immersive Interiors requires All Natural, and the Really AEVWD texture packs require RAEVWD.

Thank you for the suggestions. Concerning your last sentence, please read the notes.
User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Mon May 07, 2012 8:21 pm

Why? Please elaborate.
Nature of the beast. Since it's forcefully suppressing some types of crashes, this carries a risk that it may force the game to maintain corrupt data which can wind up in the save and eventually corrupt it.
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Tue May 08, 2012 12:37 am

Nature of the beast. Since it's forcefully suppressing some types of crashes, this carries a risk that it may force the game to maintain corrupt data which can wind up in the save and eventually corrupt it.

Thanks, I`m deleting it from the list.
User avatar
Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Mon May 07, 2012 5:56 pm

I'm not certain that OBGE is compatible with the purpose of a mod compilation. OBGE usually requires some machine-specific fiddling to get working, which is the kind of thing compilation users are probably trying to avoid.

We have a no-involved automatic installer version for 3.1. I see no problem with it.

Liquid Water looks amazing, I haven`t tried it though. There are two issues here: OBGE breaks the ability to ALT+TAB out of the game, and I heard that Liquid Water hits performance by a significant amount (as most OBGE shaders). I have 1 GB of VRAM and can run all the mods in the list without noticing any performance hit, with exception of Really AEWVD, which would have been deactivated by default. Performance is very important to me.

Tomerk has a 8800 GTS, I doubt he complained he can't run his own shaders because it crawls ... ;)
User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Mon May 07, 2012 6:20 pm

If Klaus is concerned on performance, perhaps he should make things modular? Actually OBGE can hit pretty hard any modern hardware.
User avatar
Robert Devlin
 
Posts: 3521
Joined: Mon Jul 23, 2007 2:19 pm

Post » Mon May 07, 2012 2:30 pm

Maybe we're talking semantics here. I doubt OBGE hits hart, and I'm pretty sure v3 Retro is faster than v2 (after fixing it :P ). Certain effects are demanding of course. Point the fingers to the effect-programmers for a demanding effect. ;)
User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Tue May 08, 2012 4:20 am

Sure, OBGE it's not demanding per se, nevertheless some effects are quite heavy for most users, that's what I meant. Provided the OBGE team is going to give usage permission to Klaus, he might really want to package it as completeley optional.
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Mon May 07, 2012 8:23 pm

I have to agree with dAb, you could package OBGE and provide options to install only OBGE parts the user wants, assuming you're allowed to pack it.

Little question about Oblivion EAX, how are people without Creative cards going to use it without Alchemy when EAX doesn't work on Vista/7?

A mod you could check is Sounds of Cyrodiil, I'm using it currently and I can tell you it's really good.

Improved Fires and Flames could be also a nice addition.

I'd also try to add CM Better Wine and its SI addition.

And I don't know if there's any, but you could try to add a weapon retexture mod.

I don't know if QTP3R already retextures weapons and the two last mods, if it does, then nothing. =)
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Tue May 08, 2012 1:23 am

Actually, instead of downloading, and packaging all this up, and having it outdated before it is even released....... How about writing an omod script that would install the mods current versions, and just give the user a list of mods to download, and then instructions on how to create the OMOD, or BAIN package, whichever trips your trigger?
User avatar
Natalie Harvey
 
Posts: 3433
Joined: Fri Aug 18, 2006 12:15 pm

Post » Mon May 07, 2012 9:31 pm

I don't know if QTP3R already retextures weapons and the two last mods, if it does, then nothing. =)
No QTP3 package touches weapons or armor. You'd need separate texture replacers for those.
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Mon May 07, 2012 8:00 pm

I have to agree with dAb, you could package OBGE and provide options to install only OBGE parts the user wants, assuming you're allowed to pack it.

Little question about Oblivion EAX, how are people without Creative cards going to use it without Alchemy when EAX doesn't work on Vista/7?

A mod you could check is Sounds of Cyrodiil, I'm using it currently and I can tell you it's really good.

Improved Fires and Flames could be also a nice addition.

I'd also try to add CM Better Wine and its SI addition.

And I don't know if there's any, but you could try to add a weapon retexture mod.

I don't know if QTP3R already retextures weapons and the two last mods, if it does, then nothing. =)

As already mentioned I won`t use OBGE because it breaks the Alt+Tab functionality. Oblivion EAX won`t work for people without a Creative soundcard, as far as I know. Sounds of Cyrodiil sounds very good, but it would belong to the "new content" category, so I guess I`ll add it later if I get the permission. CM Better Wine was actually part of the package once, but I dropped it due to a conflict with another mod, I think OOO. Now I could reintegrate it of course. As for the weapon and armor retexturings, I considered to feature Insanity`s work, but I decided to drop it because the whole Armoury Compilation would take too much space (almost 2 gigs) compared to the visual improvement.
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Mon May 07, 2012 10:13 pm

Just felt I need to chime in - the alt-tab issue has zip to do with OBGE or OBSE or anything. Merely playing the game in full screen mode is enough to do that. I have *NEVER* been able to alt-tab out of the game unless playing in windowed mode. When you do that, OBGE has no affect on anything.

I know I'm not alone in this either. Not being able to alt-tab out of the game is a major peeve for a lot of people, and they're certainly not all OBGE users since OBGE hasn't really taken off until recently.
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Tue May 08, 2012 5:34 am

Just felt I need to chime in - the alt-tab issue has zip to do with OBGE or OBSE or anything. Merely playing the game in full screen mode is enough to do that. I have *NEVER* been able to alt-tab out of the game unless playing in windowed mode. When you do that, OBGE has no affect on anything.

I know I'm not alone in this either. Not being able to alt-tab out of the game is a major peeve for a lot of people, and they're certainly not all OBGE users since OBGE hasn't really taken off until recently.

I had this issue too (for a very long time) but one day I accidentally ALT+TABBED out of Oblivion, and it didn't crash. I was stunned. To this day I have no idea if there was a fix. But being able to alt tab whilst playing fullscreen is fun :).
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Tue May 08, 2012 1:26 am

I question the wisdom of including utilities in the compilation. More generally, I question the inclusion of anything that is installed via an automated installer. It seems like this gives no benefit to providing a download link while increasing the possibility of including outdated versions. I know you've said that you'll keep things up-to-date, but isn't it better to simplify the road from source to destination as far as possible?

Also, if everything is provided as BAIN packages, how does the compilation install Wrye Bash?
User avatar
benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Mon May 07, 2012 9:22 pm

I had this issue too (for a very long time) but one day I accidentally ALT+TABBED out of Oblivion, and it didn't crash. I was stunned. To this day I have no idea if there was a fix. But being able to alt tab whilst playing fullscreen is fun :).

I have the Steam version, and have noticed that opening the Steam overlay beforehand allows me to alt-tab in and out without issues.
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Mon May 07, 2012 7:15 pm

I tried Liquid Water and it looks amazing, but I`m wondering if you can get AA to work along with OBGE? The readme stated, that some shaders will disable AA.
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Mon May 07, 2012 8:43 pm

I tried Liquid Water and it looks amazing, but I`m wondering if you can get AA to work along with OBGE? The readme stated, that some shaders will disable AA.

You will have to force AA through the nVidia Control Panel, or the Catalyst Control Centre, obviously depending on your make of video card.
User avatar
Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Tue May 08, 2012 1:41 am

It is forced by default and works, but with Liquid Water however it does not. I have an ATI 4890. Can you confirm you`re running Liquid Water with AA?
User avatar
Steven Hardman
 
Posts: 3323
Joined: Sun Jun 10, 2007 5:12 pm

Post » Tue May 08, 2012 4:57 am

I think you can enable different AA modes in OBGE with the proper files (.fx), I've not tried it though but I've heard you can enable even fxaa.

Edit: I found the page, check it: http://obge.paradice-insight.us/wiki/index.php?title=Filter_%28Effects%29&oldid=1140
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Tue May 08, 2012 2:17 am

It is forced by default and works, but with Liquid Water however it does not. I have an ATI 4890. Can you confirm you`re running Liquid Water with AA?

I can't confirm that (I've never even tried installing Liquid Water), but from my understanding it should work. Obviously I'm not really the best person to comment on it though :P.
User avatar
kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Mon May 07, 2012 2:12 pm

Force AA through the driver does not work with OBGE due to the nature of how OBGE works. You'd have to use one of the AA shaders built for OBGE to get that. Which is very much a hit and miss endeavor.
User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Mon May 07, 2012 11:28 pm

Using the AA shaders isn't hit and miss, forcing AA is. You can get AA to work with specific compatibility bits, but it runs terribly slow compared to just using MFXAA or SMAA.
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

PreviousNext

Return to IV - Oblivion