Hooked: kernel32.dll
Hooked: kernel32.dll
Hooked: user32.dll
Hooked: d3dx9_27.dll
Hooked: d3dx9_43.dll
Detoured GetRenderedSurfaceParameters(); succeeded
Replacing the built-in shaders.
Detoured GetShaderBinary(); succeeded
Detoured LoadTextureFile(); succeeded
Init: D3D9.DLL queried.
Init: D3D9.DLL loaded.
Init: Took over Direct3DCreate9.
OD3D9: Driver queried from 0x02f776d7
OD3D9: Driver 0x031085a8 constructed from 0x02f77643 (1 drivers available)
OD3D9: Driver 0x031085a8 destructed from 0x02f7d7c5 (0 drivers left)
OD3D9: Driver queried from 0x02f776b8
OD3D9: Driver 0x031085a8 constructed from 0x02f77643 (1 drivers available)
OD3D9: Device queried from 0x0076a547
OD3D9: Device 0x03107970 constructed from 0x02f7d8bb (1 devices available)
Loading texture (data\textures\shaders/unbound.dds)
Pre Hook
RESZ format supported.
Depth buffer texture (INTZ) (1920,1200) created OK.
Depth buffer attached OK. 0
Init: ATIMGPUD.dll queried.
Loading texture (data\textures\sky/pcs/OptDpta_2D.dds)
Loading texture (data\textures\sky/pcs/HTD_3D_ho.dds)
Loading texture (data\textures\sky/pcs/ScPh_1D.dds)
Loading texture (data\textures\sky/pcs/Sun_025k.dds)
Loading texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture.
Loading texture (data\textures\sky/pcs/Sun_025k.dds)
Linking to existing texture.
Loading texture (data\textures\sky/pcs/OptDpta_2D.dds)
Linking to existing texture.
Loading texture (data\textures\sky/pcs/HTD_3D_ho.dds)
Linking to existing texture.
Loading texture (data\textures\sky/pcs/ScPh_1D.dds)
Linking to existing texture.
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Loading texture (data\textures\effects\water_NRM.dds)
Loading texture (data\textures\effects\water_NRM.dds)
Linking to existing texture.
Received load game message.
Loading a game.
Creating effect vertex buffers.
Creating full screen textures.
Width = 1920, Height = 1200
Format = A8R8G8B8
Loading the effects.
Shader compiling messages occured in data\shaders\LightShafts_PCS.fx:
includes/Sun.hlsl(137,58): warning X3206: implicit truncation of vector type
X:\tes\oblivion\memory(104,33): warning X3206: 'mul': implicit truncation of vector type
X:\tes\oblivion\memory(104,21): warning X3206: implicit truncation of vector type
X:\tes\oblivion\memory(114,2): warning X3206: implicit truncation of vector type
X:\tes\oblivion\memory(234,9): warning X3206: implicit truncation of vector type
X:\tes\oblivion\memory(277,40): error X3004: undeclared identifier 'EFFECTCOND_ACHANNEL'
X:\tes\oblivion\memory(277,6): error X3012: 'conditions': missing value
Found filename : effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Added to list OK.
Found filename : effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Linking to existing texture.
Loading the effects.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading disabled in INI file.
Creating shader vertex buffers.
Effect (NormalFilterAA.fx) - Script refID = 1c000800
Effect (Volumetric_SSII.fx) - Script refID = 1c000800
Effect (HBAO.fx) - Script refID = 1c000800
Effect (Ring_SSAO.fx) - Script refID = 1c000800
Shader compiling messages occured in data\shaders\Ring_SSAO.fx:
X:\tes\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
X:\tes\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
X:\tes\oblivion\memory(167,26): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
X:\tes\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,26): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
X:\tes\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
X:\tes\oblivion\memory(167,26): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(166,8): warning X3557: loop only executes for 0 iteration(s), consider removing [loop]
X:\tes\oblivion\memory(166,8): warning X3557: loop doesn't seem to do anything, consider removing [loop]
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,26): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
X:\tes\oblivion\memory(167,10): warning X4008: floating point division by zero
Effect (Volumetric_SSAO.fx) - Script refID = 1c000800
Loading effect that already exists. Returning index of existing effect.
Effect (DepthOfField.fx) - Script refID = 1c000800
Effect (CrysisDoF.fx) - Script refID = 1c000800
Effect (Bokeh_Circle_DoF.fx) - Script refID = 1c000800
Effect (Bokeh_Hexagon_DoF.fx) - Script refID = 1c000800
Effect (Pseudo_Bokeh_DoF.fx) - Script refID = 1c000800
Effect (Godrays.fx) - Script refID = 1c000800
Effect (CelShader+EdgeAA.fx) - Script refID = 1c000800
Effect (ColorEffects.fx) - Script refID = 1c000800
Shader compiling messages occured in data\shaders\ColorEffects.fx:
X:\tes\oblivion\memory(175,12): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
Effect (ColorMood.fx) - Script refID = 1c000800
Effect (ENBColorEffect.fx) - Script refID = 1c000800
Effect (HLSLbleachbypass.fx) - Script refID = 1c000800
Loading effect that already exists. Returning index of existing effect.
Effect (HLSLColorGrading03.fx) - Script refID = 1c000800
Effect (HLSLvignette.fx) - Script refID = 1c000800
Shader compiling messages occured in data\shaders\HLSLvignette.fx:
X:\tes\oblivion\memory(59,29): warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
Effect (obsharpen.fx) - Script refID = 1c000800
Shader (AmbientDungeons.fx) - Script refID = 14000ed3
Effect (Water.fx) - Script refID = 10000ed5
Found filename : effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Received load game message.
Loading a game.
Found filename : effects\mlaa_area.dds
Loading texture (data\textures\effects\mlaa_area.dds)
Linking to existing texture.
Found filename : effects\water_NRM_LOD.dds
Loading texture (data\textures\effects\water_NRM_LOD.dds)
Linking to existing texture.
Loading the effects.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading effect that already exists. Returning index of existing effect.
Loading disabled in INI file.
Effect (Water.fx) - Script refID = 10000ed5
Loading effect that already exists. Returning index of existing effect.
Received save game message.
Saving a game.
Saving disabled in INI file.
Received ExitGame message.
Calling Release Device
Releasing effect vertex buffer.
Depth buffer : Lost device callback.
Releasing the depth buffer surface.
Releasing the depth buffer texture.