[RELWIP] Oblivion Graphics Extender

Post » Thu May 03, 2012 10:38 am

Fixed my problems! :smile:

Those long crisscrossing "lines" seems to be problem with LHDR + Godray. Disabled Pre_Intensity in HDR.hlsl and enabled Pre_Reinhard made everything look good.

Forgot how I fixed the sky...I think I just had some old LiquidWater 1.x stuff in shaders. I cleaned out all OBGE stuff from there and reinstalled, no more mismatched sky.

On another note, MFXAA doesn't seem to do much, so I'm using MDLAA now.
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mike
 
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Post » Thu May 03, 2012 6:32 am

Is it difficult to set this thing up?
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Anthony Diaz
 
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Post » Thu May 03, 2012 5:19 pm

^ nah. Just check the read mes and use the support plugin.
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Robert
 
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Post » Thu May 03, 2012 3:18 pm

I've just spent a few hours tinkering with it. The only problems I had was this weird screen flickering that happened whenever I tried to activate some of the shaders. I suspected it might have something to do with override settings coming from the game's option menu and the NVIDIA Control Panel so I disabled HDR lighting in the options and ambient occlusion in the control panel and that was the fix that was needed.

Shaders I'm currently using:

godrays.fx
Volumetric_SSII.fx
Volumetric_SSAO.fx
Bokeh_Circle_DoF.fx
NormalFilterAA.fx

I didn't like Depth of Field because it caused the stars at night to look blurry and faded so I disabled it.

As far as additional mods, I'm also using Ambient Dungeons, Better Water, Full Grass, and Natural Environments.

Anyone else know some good visual mods that work well with OBGE?
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phil walsh
 
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Post » Thu May 03, 2012 2:41 pm

As far as additional mods, I'm also using Ambient Dungeons, Better Water, Full Grass, and Natural Environments.
Anyone else know some good visual mods that work well with OBGE?
Everything works with OBGE, it is just the matter of your taste.
I personally recommend to replace Better Water -> Liquid Water, Natural Environments -> All Natural, Ambient Dungeons -> Cava obscura.
All Natural can change the color tint of the world in its ini file if you prefer yellowish or brownish colors for example.
You might also want to add several other mods that require OBGE like Luminance HDR, Enhanced Seasons, Realistic Health, Screen Effects, Fearsome Magicka.
Some notes about shaders - those that you use are not the best out there (however it is subjective).
Try SMAA or MFXAA for antialiasing, HDAO for ambient occlusion. Godrays is a resource hog, if you already pushing your videocard to limits you can remove it and just replace sunglare textures (like Beaming sunglare or Realistic sunglare).
Also use http://code.google.com/p/oblivion-graphics-extender/downloads/list.
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Mizz.Jayy
 
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Post » Thu May 03, 2012 3:16 am

The shaders I'm using are just the ones that came with the Standalone Effects files. Are those shaders additional plugins that need to be downloaded?

Edit: Installing Cava Obscura now...:)
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Haley Cooper
 
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Post » Thu May 03, 2012 4:08 am

Not much sure, but I'm feeling that LW v21rc4 has all files the same as LW v21rc4. I select 00 Base, 02 Shaders - Performance, 05 Settings - Oblivion, and Bash says the files to install are the same.
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Steph
 
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Post » Thu May 03, 2012 6:59 am

The latest changes didn't concern performance shaders, they are so primitive, nothing too play with ...
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Roy Harris
 
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Post » Thu May 03, 2012 1:11 am

Hmm... correct me if I'm wrong but I installed the following and did not notice any difference:

MenuSysFramework.esm
OBGE.esp
OBGEv3.1_CommonComponents.esp
OBGEv3.1_StandAloneEffects(MultiModule Install).esp

Am I missing anything else? :biggrin:
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Mélida Brunet
 
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Post » Thu May 03, 2012 5:26 am

I have another issue. Man I sound like whiny little boy :blink: I installed Realistic Health and then overwrote the shader with the one that comes with OBGE effects package. I loaded up the save and the screen was pitch black for no reason. I thought I installed it correctly using BAIN. I re-installed it with OMOD and still the result was same. Then I read this from Nexus:
Spoiler

http://www.tesnexus.com/modules/members/index.php?id=2485702 0 reputation 0 kudos 16 posts
Finally endorsed! Best Low HP effect out there!
However, i had some strange issue before it worked completely for me:
on plain install i had some strange black turnin screen / sometimes flickering. I read through the forums and disabled AA (OBGE-NormalFilterAA.fx). After that all the other OBGE shaders and Hit/Fatigue effects.. No Luck.. certain angles = black screen/flickering.. Almost gave up when i opened the RealisticHealth.fx with editor and uncommented (delete those 2 slashes "//" infront of it) :

//VertexShader = compile vs_1_1 FrameVS(); // unneeded unless the compile target is PS3.0

(very bottom of the file, 1st line of "technique t0")
might help some people with the same problem. i don't even know what i did there (?!?) but it works =D
I was skeptical at first but decided to give it a try. Guess what it worked. I didn't understand why the original shader worked with an edit and the one came with OBGE did not. I opened up both and noticed some difference in the script (?). Why are they so different and what can I change to resolve the problem I'm having? :swear: :dry:
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Red Bevinz
 
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Post » Thu May 03, 2012 1:31 am

Thanks for OBGE, it's great! Couple of questions...

Is there a recommened shader order? My current shaderlist goes Volumetric SSAO then Godrays then SMAA.

Generally I have shaders (although I only use the above three) ordered like this:
Ambient Occlusion
Lighting
Filtering
Depth of Field
Misc (CelShader, ColorMood, HLSLvignette etc.)

Main reason for the post is that when it's foggy (I use All Natural so maybe it's one of the weather's specific to that mod...) and I have Volumetric SSAO running the shading added by SSAO to e.g. the grass and the trees is visible through the fog. I can toggle shaders off using the inventory item but I was wondering if it's possible (or whether someone's done it) to create a mod that would toggle off a particular shader (i.e. SSAO) under certain weather conditions?

As things stand I'm fine with using the inventory item but having a mod automatically do it would be nice.
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Amanda savory
 
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Post » Thu May 03, 2012 2:40 pm

//VertexShader = compile vs_1_1 FrameVS(); // unneeded unless the compile target is PS3.0
I was skeptical at first but decided to give it a try. Guess what it worked
The updated RealisticHealth.fx for OBGE v3 doesn't have this line, so I don't know what you "tried". I guess you screwed your installation order, use Wrye Bash instead of OBMM in future. The latest versions of shaders are on obge wiki (read first post in thread), for example shaders for other mods are http://obge.paradice-insight.us/wiki/Mods_%28Effects%29 (disable javascript in browser while there, the page is buggy).

Is there a recommened shader order? My current shaderlist goes Volumetric SSAO then Godrays then SMAA.
As things stand I'm fine with using the inventory item but having a mod automatically do it would be nice.
The latest http://code.google.com/p/oblivion-graphics-extender/downloads/list accepts any order, and fog/SSAO is not an issue anymore (though I think you must install Liquid Water). The prefered way to activate and tune shaders is shaderlist.txt and direct editing of *.fx files (tweakable variables section). I've never ever used obge controller mods and always had zero problems (don't install any esp from obge package). Controller mod is just a helper and not required component for OBGE to work properly.
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Jack
 
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Post » Thu May 03, 2012 11:42 am

The updated RealisticHealth.fx for OBGE v3 doesn't have this line, so I don't know what you "tried". I guess you screwed your installation order, use Wrye Bash instead of OBMM in future. The latest versions of shaders are on obge wiki (read first post in thread), for example shaders for other mods are http://obge.paradice-insight.us/wiki/Mods_%28Effects%29 (disable javascript in browser while there, the page is buggy).


The latest http://code.google.com/p/oblivion-graphics-extender/downloads/list accepts any order, and fog/SSAO is not an issue anymore (though I think you must install Liquid Water). The prefered way to activate and tune shaders is shaderlist.txt and direct editing of *.fx files (tweakable variables section). I've never ever used obge controller mods and always had zero problems (don't install any esp from obge package). Controller mod is just a helper and not required component for OBGE to work properly.
I did use Wrye Bash to install although the author recommended OBMM. I was just trying to compare what the difference is between the original one and the one that came with OBGE. I did not edit anything except the two // down at the bottom of original shader. I don't know... I'm using the original shader at the moment but hopefully someone can fix it so the OBGE version works. I assumed it's up to date to be compatible with OBGE 3.1rc4.
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Catherine N
 
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Post » Thu May 03, 2012 5:36 am

I did use Wrye Bash to install although the author recommended OBMM. I was just trying to compare what the difference is between the original one and the one that came with OBGE. I did not edit anything except the two // down at the bottom of original shader. I don't know... I'm using the original shader at the moment but hopefully someone can fix it so the OBGE version works. I assumed it's up to date to be compatible with OBGE 3.1rc4.
It was fixed already and works perfectly. Get it from obge wiki.
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Krystina Proietti
 
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Post » Thu May 03, 2012 2:18 pm

Is there a recommened shader order? My current shaderlist goes Volumetric SSAO then Godrays then SMAA.
As things stand I'm fine with using the inventory item but having a mod automatically do it would be nice.
The latest http://code.google.com/p/oblivion-graphics-extender/downloads/list accepts any order, and fog/SSAO is not an issue anymore (though I think you must install Liquid Water). The prefered way to activate and tune shaders is shaderlist.txt and direct editing of *.fx files (tweakable variables section). I've never ever used obge controller mods and always had zero problems (don't install any esp from obge package). Controller mod is just a helper and not required component for OBGE to work properly.
Hey, thanks for the info :thumbsup: I'll give 3.1 a go then. Happy new year!
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Calum Campbell
 
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Post » Thu May 03, 2012 2:29 pm

Hello,

I have a few quick questions (I have read the readmes and browsed the wiki pages, but probably missed it--this is a lot to take). Just to clarify the installation of OBGE with the BAIN packages. I've installed the Core v3 and Effects 3.1 packages. In the effects package, is the "base" all I need or do I need the support and/or controller? I read it as with the base, I can enable shaders in the shader.txt file, while both support and controller allow me to control shaders in-game. Also, which is recommended? Support or controller--or do both need to be installed? I did notice BOSS did not recognize the support plugins.

Thank you in advance, and if these questions are easily answered in a readme, please point me in the right direction. I have read the documentation I could find from the OP and the nexus page, as well as googling OBGE.

Edit: Re-read the manual and installed the support module (although it does not really specify if you need the OBGE.esp and none of the other esps list it as a master). Where do you recommend these esps go in the load order?

Edit #2: Got it figured out, although some of the ambient occlusion shaders looks really bad in the starter dungeon. Not sure if this is just because it is the starter dungeon or a result of my video card. I have crossfired radeon 5870s, so would think they should be able to handle the shaders. Ended up using HDAO.

Thanks,
YuMMz
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Tamara Dost
 
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Post » Thu May 03, 2012 3:44 am

Hi,

I don't know if anyone has mentioned this but I've just noticed that the OBGE V3 standalone plugin still shows as V2...

Cheers,
Mat :)
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Jennifer May
 
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Post » Thu May 03, 2012 5:37 pm

For compatibility-reasons. Bad version-checks in scripts.
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Ashley Clifft
 
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Post » Thu May 03, 2012 10:20 am

Your rc4 install file for the Core (haven't checked the others) claims that Oblivion is not up to date and that I should patch the game. That's long since been done. Your installer is incorrect in asserting otherwise :)
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Heather Dawson
 
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Post » Thu May 03, 2012 7:43 am

Also, out of curiosity...

I'm using the standalone plugin. I can see that the shader text file in the shaders folder is used for the actual active shaders - (although it did need manual editing as the settings were not being retained, is that in the pipeline at all...?) - but I'm not sure i understand where the settings for each shader are held...?
So if you activate shader X - but amend settings A, B, and C - if shader X is in the text file, where are the settings held?
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Adam Porter
 
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Post » Thu May 03, 2012 1:52 pm

Your rc4 install file for the Core (haven't checked the others) claims that Oblivion is not up to date and that I should patch the game. That's long since been done. Your installer is incorrect in asserting otherwise :smile:

Only way for that is a missing "obse_1_2_416.dll":

    result := FileExists (WizardDirValue + '\Oblivion.exe');    if not result then    begin	  MsgBox('Please select the location where Oblivion is installed', mberror, MB_OK);	  exit;    end    result := FileExists (WizardDirValue + '\obse_loader.exe');    if not result then    begin	  MsgBox('OBSE is not installed in ' + WizardDirValue + ', please download the newest version and install it into your Oblivion directory!', mberror, MB_OK);	  exit;    end    result := FileExists (WizardDirValue + '\obse_1_2_416.dll');    if not result then    begin	  MsgBox('Your Oblivion is outdated, please install the latest patch, and update OBSE as well!', mberror, MB_OK);	  exit;    end

Also, out of curiosity...

I'm using the standalone plugin. I can see that the shader text file in the shaders folder is used for the actual active shaders - (although it did need manual editing as the settings were not being retained, is that in the pipeline at all...?) - but I'm not sure i understand where the settings for each shader are held...?
So if you activate shader X - but amend settings A, B, and C - if shader X is in the text file, where are the settings held?

In theory in the save-game.
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Farrah Lee
 
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Post » Thu May 03, 2012 11:53 am

In theory in the save-game.
Why not an ini file...?

Again I'm just curious as to why it works the way it does, is all.

Thank you,
Mat
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GEo LIme
 
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Post » Thu May 03, 2012 3:02 am

Only way for that is a missing "obse_1_2_416.dll":

	result := FileExists (WizardDirValue + '\Oblivion.exe');	if not result then	begin	  MsgBox('Please select the location where Oblivion is installed', mberror, MB_OK);	  exit;	end	result := FileExists (WizardDirValue + '\obse_loader.exe');	if not result then	begin	  MsgBox('OBSE is not installed in ' + WizardDirValue + ', please download the newest version and install it into your Oblivion directory!', mberror, MB_OK);	  exit;	end	result := FileExists (WizardDirValue + '\obse_1_2_416.dll');	if not result then	begin	  MsgBox('Your Oblivion is outdated, please install the latest patch, and update OBSE as well!', mberror, MB_OK);	  exit;	end

Well that's bizarre. I wonder how I ended up with obse_1_2.dll as a filename instead?!? OBSE has been working perfectly fine for as long as I can see logs for with this filename.

Actually I remember now. It has something to do with an update to the obse_loader that ShadeMe sent me for CSE testing. That obse_loader.exe file is looking for obse_1_2.dll instead of obse_1_2_416.dll when it loads. Something to do with the injection method they're using.
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Tinkerbells
 
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Post » Thu May 03, 2012 9:55 am

Ah, no problem. Just wanted to show it's not a version-check from Area 51. :biggrin:

Why not an ini file...?

Again I'm just curious as to why it works the way it does, is all.

Thank you,
Mat

Scanti was doing it this way, and I never removed it. Normally you control effects inside each file. You can disable the save-game i/o of parameters.
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Multi Multi
 
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Post » Thu May 03, 2012 5:28 am

Ah, no problem. Just wanted to show it's not a version-check from Area 51. :biggrin:



Scanti was doing it this way, and I never removed it. Normally you control effects inside each file. You can disable the save-game i/o of parameters.
Thank you for explaining. :smile:

Last question on this:
Why does OBGEv3 use OBGEv2's DLL...?
Or am I missing something...?
[EDIT] - I think it's the name that hasn't been changed. Just confused me a bit.

Thanks!
Mat
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Charlotte Henderson
 
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