[REL/WIP] Oblivion Graphics Extender

Post » Wed Feb 09, 2011 9:38 am

The new DOF looks quite amazing. It's a shame about the performance impact, though.
Have you tried increasing the weaponblur_cutoff variable? The only problem is that changing the zoom level of the camera will break it. You could also try tweaking the settings so that the "base blur radius" is smaller and thus making objects closer up become blurred less. However, that would also affect distant objects, too.


I have, I didn't get any results, but I also don't know how far she is from the camera. On the other hand, putting it up to 5000 had no noticable effect, which is a bit of a pity.
On the third hand, I never knew oblivion could be so pretty!
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Wed Feb 09, 2011 5:09 am

Tomerk, when can we expect these new shaders?
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Wed Feb 09, 2011 6:20 pm

I'm having a problem... since I installed All Natural, OBGE (along with some other mods like Oblivion XP), won't load when I launch the game.
Without OBGE my game pretty much looks like vanilla Oblivion :( Of course I tried to disable All Natural in OBMM but it didn't solve the problem. How do I get my good old modded Oblivion back ? :(
User avatar
jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Wed Feb 09, 2011 7:01 am

I'm having a problem... since I installed All Natural, OBGE (along with some other mods like Oblivion XP), won't load when I launch the game.
Without OBGE my game pretty much looks like vanilla Oblivion :( Of course I tried to disable All Natural in OBMM but it didn't solve the problem. How do I get my good old modded Oblivion back ? :(

Whatever it is, it's got nothing to do with All Natural. Check your logs for any info, and take a look at the other stuff you did when you installed AN.
User avatar
Kelsey Anna Farley
 
Posts: 3433
Joined: Fri Jun 30, 2006 10:33 pm

Post » Wed Feb 09, 2011 8:47 pm

this has become the most esential part of oblivion for me, I was trying to track down a problem with the game crashing a couple of days ago and I turned off OBGE at one point...... :sick:

I use an ATI card and have Tray Tools installed, I noticed it has a setting for z-buffer- disabled, 16 bit, 32 bit,
it's currently set to disabled, would changing that to 16 bit make any difference to OBGE?
I have no idea if the z-buffer is the same as the depth buffer, so i'm sorry if this is a stupid question.
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Wed Feb 09, 2011 5:19 pm

Whatever it is, it's got nothing to do with All Natural. Check your logs for any info, and take a look at the other stuff you did when you installed AN.


Well during the installation of AN it asked me if I had the last version of OBSE (I do), so I answered "yes", also something about a patch... but nothing else really.
Game worked perfectly fine with OBGE before I installed AN...
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Wed Feb 09, 2011 12:48 pm

this has become the most esential part of oblivion for me, I was trying to track down a problem with the game crashing a couple of days ago and I turned off OBGE at one point...... :sick:

I use an ATI card and have Tray Tools installed, I noticed it has a setting for z-buffer- disabled, 16 bit, 32 bit,
it's currently set to disabled, would changing that to 16 bit make any difference to OBGE?
I have no idea if the z-buffer is the same as the depth buffer, so i'm sorry if this is a stupid question.

Z buffer is the same as depth buffer, yes. I'd recommend leaving the setting alone, otherwise it might break OBGEv2's reading of the buffer.

Well during the installation of AN it asked me if I had the last version of OBSE (I do), so I answered "yes", also something about a patch... but nothing else really.
Game worked perfectly fine with OBGE before I installed AN...

I'm not going to repeat myself. There is a section in the OP and Readme entitled 'How To Report Bugs Helpfully' (the part detailing the important logs is most appropriate), and you are ignoring it. Continue to do so, and I will ignore you.

On a more general note, I'm getting tired of typing out the readme again and again and again, so I think I'll be a little less forgiving on the lazy in general from now on. Something like if someone asks something covered in the readmes without making reference to having read them, I'll ignore them. That allows for complaints about the readmes so I can improve them, questions about stuff I haven't included in the readmes (which probably will get added then) and questions about stuff in the readmes that I haven't explained very well. I haven't yet decided whether or not to add a note of this stance of mine to the OP to warn people, or whether or not to post an 'Ignored' reply to point people towards good practice.

I do, however, thank all those who do have the patience to deal with lazy users, with special mention to Smooth. He's not that active over here, but about once a week I check out the Mod Talk and Mod Troubleshooting Oblivion forums on the Nexus for a chuckle, and he's (?) always posting in reply to people there in quite some detail and generally being helpful, and I've noted him doing the same in many mods' comment threads. So to Smooth and the rest of you: :thumbsup:
User avatar
Emilie Joseph
 
Posts: 3387
Joined: Thu Mar 15, 2007 6:28 am

Post » Wed Feb 09, 2011 3:00 pm

Sorry, I didn't think this small problem needed that much informations to be solved...
Anyway : E8400@3.0ghz, HD4890 on win7.

shaderlist.txt :

Spoiler
Godrays.fx
NormalFilterAA.fx
DepthOfField.fx


OBSE.txt :

Spoiler
OBSE: initialize (version = 19.6 010201A0)
oblivion root = c:\program files (x86)\steam\steamapps\common\oblivion\
plugin directory = c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000002) loaded correctly
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctly
patched
loading from C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.ess
loading from C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse
plugin did not read all of its data (at 00000000000168C5 expected 00000000000168C6)
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
loading from C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.ess
loading from C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse
plugin did not read all of its data (at 00000000000163C7 expected 00000000000163C8)
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse


Since OBGEv2.txt was too long, I uploaded it here :

http://www.megaupload.com/?d=7YY1SBKM
User avatar
Rhysa Hughes
 
Posts: 3438
Joined: Thu Nov 23, 2006 3:00 pm

Post » Wed Feb 09, 2011 11:28 pm

Sorry, I didn't think this small problem needed that much informations to be solved...
Anyway : E8400@3.0ghz, HD4890 on win7.

shaderlist.txt :

Spoiler
Godrays.fx
NormalFilterAA.fx
DepthOfField.fx


OBSE.txt :

Spoiler
OBSE: initialize (version = 19.6 010201A0)
oblivion root = c:\program files (x86)\steam\steamapps\common\oblivion\
plugin directory = c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000002) loaded correctly
checking plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin c:\program files (x86)\steam\steamapps\common\oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctly
patched
loading from C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.ess
loading from C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse
plugin did not read all of its data (at 00000000000168C5 expected 00000000000168C6)
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\autosave.obse
loading from C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse
Reading mod list from co-save
Loading strings
Loading array variables
plugin has data in save file but no handler
DoLoadGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.ess
loading from C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse
plugin did not read all of its data (at 00000000000163C7 expected 00000000000163C8)
RenameGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.ess -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.bak
renaming C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse -> C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse.bak
DoSaveGameHook: C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.ess
saving to C:\Users\Jamel\Documents\My Games\Oblivion\Saves\quicksave.obse


Since OBGEv2.txt was too long, I uploaded it here :

http://www.megaupload.com/?d=7YY1SBKM

In general, when reporting bugs there is no such thing as too much (relevant) information. Even if I have to wade through thousands of lines of text, it's still easier to fix bugs and/or troubleshoot when you have data than when you don't.

Your logs told me that you're using the correct version of OBSE, your OBGEv2 plugin is loading fine, but you've got an older version of the shaders package installed and possibly of the core package too so get the latest packages for them, and you're trying to use the support plugin and shaderlist at the same time, use only one. See if your problem persists after doing that.
User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Wed Feb 09, 2011 12:27 pm

I'm always lurking though! :ninja: My comments aren't needed as much over here since there seems to be drastically less "special" people. I just browse and soak up what I can, reporting bugs and giving feedback when necessary.

I try to keep up-to-date on the mods I use and others I have interest in. In doing so I run across tons of these common issues some folks have, so I try and save you guys [authors] the time and post some responses. I'd rather take my time than yours, since your time is better spent elsewhere, answering these silly questions. I have a ton of copy-pasta responses saved to a document. So it's really not that time consuming anymore. I can drop in for 20-30 minutes and cover a lot of ground. Well it took time to originally type that stuff up but yeah.

And yes, he, is correct. :cool:

@Shorushi: I'll stay away from Megaupload, thank you. It's known to spread malicious content through the site and pop-ups. Although I don't get the pop-ups and yes I know how to right-click and save, but still, no thanks. Plus I'm not so sure what your OBGE log could contain that makes it that ridiculously long?
User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Wed Feb 09, 2011 2:58 pm

Pretty sure I got the last version of the core package (see previous thread when I had a problem I was told to install it, which I did). I'm only using the shaderlist because the support plugin won't enable/disable or allow me to tweak the shaders for some reason... I had to do it "manually".
I was fine with the shaderlist though, since I'm only using three very basic shaders.
Also, since I uninstalled AN, when I load my save I'm being told that it contains some content that doesn't exist anymore... so I tried to save in a new slot and load my game again, OBGE (and less importantly, Oblivion XP, probably other mods too) still won't load.
That's a weird issue since everything was okay yesterday (before installing/uninstalling AN).
@Smooth : well it was extremely long to fit in the post... sorry for using megaupload though.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Wed Feb 09, 2011 10:07 pm

I'm only using the shaderlist

Well, something is loading up every other OBGEv2 shader you have installed, that's what most of your OBGEv2.txt is about. Also, verify that you have the latest Shaders package.
User avatar
Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Wed Feb 09, 2011 4:45 pm

I'm renaming the previous Bokeh_DoF.fx to Pseudo_Bokeh_DoF.fx, and now releasing the new shader as http://www.4shared.com/file/T0ZdahlP/Bokeh_DoF.html

The shader has options for four different Bokeh types:
Circle with constant highlight weighting
Circle with edges given more weighting in highlights
Hexagon with constant highlight weighting
Hexagon with edges given more weighting in highlights

And, here are some comparison screenshots of the different types and of the pseudo bokeh dof (previously Bokeh_DoF) at different blur radii:

Scene 1:
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/0none.jpg

http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/8circleconstant.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/8circleedge.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/8hexagonconstant.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/8hexagonedge.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/8psuedo.jpg

http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/16circleconstant.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/16circleedge.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/16hexagonconstant.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/16hexagonedge.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/16psuedo.jpg

http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/32circleconstant.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/32circleedge.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/32hexagonconstant.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/32hexagonedge.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Leyawiin%20Bokeh%20Comparison/32pseudo.jpg


Scene 2:
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/0none.jpg

http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/8circleconstant.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/8circleedge.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/8hexagonconstant.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/8hexagonedge.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/8psuedo.jpg

http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/16circleconstant.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/16circleedge.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/16hexagonconstant.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/16hexagonedge.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/16psuedo.jpg

http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/32circleconstant.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/32circleedge.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/32hexagonconstant.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/32hexagonedge.jpg
http://i1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/Forest%20Bokeh%20Comparison/32psuedo.jpg

The default is edge weighted hexagons with a maximum blur radius of 16.

It's amazing how good just talking to people can look now. Also, I would appreciate if the comparison screenshots (at least some of them) could go on the TESNexus page, so people have a reference for how the different bokeh types look.
User avatar
Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Wed Feb 09, 2011 11:19 pm

Great work tomerk!
User avatar
Add Meeh
 
Posts: 3326
Joined: Sat Jan 06, 2007 8:09 am

Post » Wed Feb 09, 2011 7:59 am

Well, something is loading up every other OBGEv2 shader you have installed, that's what most of your OBGEv2.txt is about. Also, verify that you have the latest Shaders package.


Yeah, I noticed that when OBGE was working too, but I only had the three shaders of the list ingame, 100% sure of it (I tried to add others to the list to check that)
About the shaders package, I have the last versions for NormalAAfilter (1.1) and Godrays (5.0)... not sure for DoF though, I have version 7, which is also the one in OP, so I guess so.
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Wed Feb 09, 2011 11:54 am

I'm renaming the previous Bokeh_DoF.fx to Pseudo_Bokeh_DoF.fx, and now releasing the new shader as http://www.4shared.com/file/T0ZdahlP/Bokeh_DoF.html

The shader has options for four different Bokeh types:
Circle with constant highlight weighting
Circle with edges given more weighting in highlights
Hexagon with constant highlight weighting
Hexagon with edges given more weighting in highlights

The default is edge weighted hexagons with a maximum blur radius of 16.

It's amazing how good just talking to people can look now. Also, I would appreciate if the comparison screenshots (at least some of them) could go on the TESNexus page, so people have a reference for how the different bokeh types look.


Keelah Se'lai..., your shaders are very good, first your Ring_SSAO shader which made ambient occlusion possible on my laptop, then the Volumetric_SSAO one which is just amazing both performance and quality wise, the last Godrays shader also improved a lot (both quality and performance as well), which is by vtastek i think, seriously thank you so much for all your hard work.

And now i wonder...

If there is a way to achieve a distant DoF with a low performance hit? (i don't know how does calculations or the algorithm works, but perhaps just blurring the distant land is easier on the CPU, GFX card) like the DoF in hmm, Borderlands for example... probably with one of the currents DoF shaders?

Anyway thanks again you along with the other talented people helping in the project have been doing and awesome work, way to go!
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Wed Feb 09, 2011 5:51 pm

If there is a way to achieve a distant DoF with a low performance hit? (i don't know how does calculations or the algorithm works, but perhaps just blurring the distant land is easier on the CPU, GFX card) like the DoF in hmm, Borderlands for example... probably with one of the currents DoF shaders?


I think Wrinklyninja's DepthOfField.fx should be able to do that. I know that it has the smallest performance hit out of all the DoF shaders.
User avatar
N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Wed Feb 09, 2011 5:00 pm

I'm renaming the previous Bokeh_DoF.fx to Pseudo_Bokeh_DoF.fx, and now releasing the new shader as http://www.4shared.com/file/T0ZdahlP/Bokeh_DoF.html

It's amazing how good just talking to people can look now. Also, I would appreciate if the comparison screenshots (at least some of them) could go on the TESNexus page, so people have a reference for how the different bokeh types look.

Very good. I shall make the required changes to the readmes and support plugin, and I'll also get some comparison screenshots made when I have the time. I'm thinking animated .gifs would be best for this.
User avatar
Scotties Hottie
 
Posts: 3406
Joined: Thu Jun 08, 2006 1:40 am

Post » Wed Feb 09, 2011 8:50 am

Hey guys, is it just me, or does the HBAO shader work not-so-well on faces and bodies of npcs? It seems very 'noisy' and also creates a lot of black jagged outlines around their hair and some transparent objects, like those beams of lights in caves. Is there any way to prevent these things? Just wondering hehe
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Wed Feb 09, 2011 5:49 pm

Hey guys, is it just me, or does the HBAO shader work not-so-well on faces and bodies of npcs? It seems very 'noisy' and also creates a lot of black jagged outlines around their hair and some transparent objects, like those beams of lights in caves. Is there any way to prevent these things? Just wondering hehe


I think all the AO shaders have the potential to look a bit strange in certain conditions because there are a hugely variable lighting conditions within the game and the engine just isn't designed for these kinds of effects.
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Wed Feb 09, 2011 10:06 am

What you guys have done is amazing. I just wish that my video card would like OBGE better, so I can force AA on the screen; unfortunately that isn't so thanks to Godrays, and the AA choices OBGE offers seem like they blur the lines too much, or don't blur enough - There's no real middle ground.

...Speaking of DoF, I would play with it more if your equipped weapon didn't appear so unfocused, after all something that close should have very little blur anyways. Or has that been fixed?

Has there been any progress on the real-time shadow shader? This IS what Oblivion needed at the beginning - real-time shadow casting, but instead we got stuck with static tree canopy shadows. Plus, I can turn off shadows and have that shader do the job.
User avatar
Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Wed Feb 09, 2011 10:16 am

Hey, first time user of OBGE and I'm having some trouble. I'm usually not one to ask for help just like that, but in this case I can't figure out where I went wrong. I think I installed everything the right way, but I get a crash to desktop as soon as I try to load a game, either a new or an excisting one. Thanks for any assistance in advance!

I'm on Windows XP with a 7900GTX NVidia graphics card.

OBGEV2 log:

Spoiler
Ingnoring message.
Pre Hook
RESZ not supported.
Failed to create buffer texture (INTZ).
Failed to create buffer texture (DF24).
Failed to create buffer texture (DF16).
Depth buffer texture (RAWZ) (1440,900) created OK.
Depth buffer attached OK. 3
Setting IsRAWZflag.
Starting a new game.
Creating vertex buffers.
Creating shader textures.
Width = 1440, Height = 900
Setting shader surfaces.
Setting depth texture.
RAWZ depth texture - applying fix.
Loading the shaders.
Added to list OK.


OBSE log:

Spoiler
OBSE: initialize (version = 19.6 010201A0)
oblivion root = C:\Program Files\Bethesda Softworks\Oblivion\
plugin directory = C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\
checking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll
plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\Elys_USV.dll (00000001 Elys_USV 0000005D) loaded correctly
checking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll
plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\FastExit2.dll (00000001 FastExit 00000002) loaded correctly
checking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll
SetOpcodeBase 00002100
RegisterCommand GetAvailableGraphicsMemory (2100)
RegisterCommand GetScreenWidth (2101)
RegisterCommand GetScreenHeight (2102)
RegisterCommand LoadShader (2103)
RegisterCommand ApplyFullscreenShader (2104)
RegisterCommand RemoveFullscreenShader (2105)
RegisterCommand SetShaderInt (2106)
RegisterCommand SetShaderFloat (2107)
RegisterCommand SetShaderVector (2108)
RegisterCommand SetShaderTexture (2109)
RegisterCommand ForceGraphicsReset (210A)
RegisterCommand LoadTexture (210B)
RegisterCommand FreeTexture (210C)
RegisterCommand CreateHUDElement (210D)
RegisterCommand SetHUDElementTexture (210E)
RegisterCommand SetHUDElementColour (210F)
RegisterCommand SetHUDElementPosition (2110)
RegisterCommand SetHUDElementScale (2111)
RegisterCommand SetHUDElementRotation (2112)
RegisterCommand PurgeManagedTextures (2113)
RegisterCommand IsShaderEnabled (2114)
plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000002) loaded correctly
checking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll
SetOpcodeBase 00002330
RegisterCommand GetEsp (2330)
RegisterCommand CreateArray (2331)
RegisterCommand DestroyArray (2332)
RegisterCommand ArraySize (2333)
RegisterCommand ArrayCount (2334)
RegisterCommand SetInArray (2335)
RegisterCommand SetFloatInArray (2336)
RegisterCommand GetInArray (2337)
RegisterCommand GetTypeInArray (2338)
RegisterCommand RemInArray (2339)
RegisterCommand FindInArray (233A)
RegisterCommand FindFloatInArray (233B)
RegisterCommand SetRefInArray (233C)
RegisterCommand FindRefInArray (233D)
RegisterCommand CopyArray (233E)
RegisterCommand ArrayEsp (233F)
RegisterCommand ArrayProtect (2340)
RegisterCommand FirstInArray (2341)
RegisterCommand DestroyAllArrays (2342)
RegisterCommand PackArray (2343)
RegisterCommand CreateString (2344)
RegisterCommand DestroyString (2345)
RegisterCommand SetString (2346)
RegisterCommand StringEsp (2347)
RegisterCommand StringProtect (2348)
RegisterCommand StringLen (2349)
RegisterCommand DestroyAllStrings (234A)
RegisterCommand StringSetName (234B)
RegisterCommand StringGetName (234C)
RegisterCommand StringMsg (234D)
RegisterCommand StringCat (234E)
RegisterCommand UserFileExists (234F)
SetOpcodeBase 00002378
RegisterCommand RenFile (2378)
RegisterCommand DelFile (2379)
RegisterCommand StringToTxtFile (237A)
RegisterCommand CopyString (237B)
RegisterCommand IntToString (237C)
RegisterCommand FloatToString (237D)
RegisterCommand RefToString (237E)
RegisterCommand IniReadInt (237F)
RegisterCommand IniReadFloat (2380)
RegisterCommand IniReadRef (2381)
RegisterCommand IniWriteInt (2382)
RegisterCommand IniWriteFloat (2383)
RegisterCommand IniWriteRef (2384)
RegisterCommand IniKeyExists (2385)
RegisterCommand IniDelKey (2386)
RegisterCommand EspToString (2387)
RegisterCommand IniReadString (2388)
RegisterCommand IniWriteString (2389)
RegisterCommand ModRefEsp (238A)
RegisterCommand GetRefEsp (238B)
RegisterCommand StringToRef (238C)
RegisterCommand StringCmp (238D)
RegisterCommand FileToString (238E)
RegisterCommand StringPos (238F)
RegisterCommand StringToInt (2390)
RegisterCommand StringToFloat (2391)
RegisterCommand ArrayCmp (2392)
RegisterCommand StringMsgBox (2393)
RegisterCommand StringIns (2394)
RegisterCommand StringRep (2395)
RegisterCommand IntToHex (2396)
RegisterCommand LC (2397)
SetOpcodeBase 000023B0
RegisterCommand FromTSFC (23B0)
RegisterCommand ToTSFC (23B1)
RegisterCommand StrLC (23B2)
RegisterCommand CreateEspBook (23B3)
RegisterCommand FmtString (23B4)
RegisterCommand FixName (23B5)
RegisterCommand ResetName (23B6)
RegisterCommand HasFixedName (23B7)
RegisterCommand csc (23B8)
RegisterCommand StringSetNameEx (23B9)
RegisterCommand StringGetNameEx (23BA)
RegisterCommand FixNameEx (23BB)
RegisterCommand IniGetNthSection (23BC)
RegisterCommand IniSectionsCount (23BD)
RegisterCommand RunBatString (23BE)
RegisterCommand Halt (23BF)
RegisterCommand RefToLong (23C0)
RegisterCommand LongToRef (23C1)
RegisterCommand FindFirstFile (23C2)
RegisterCommand FindNextFile (23C3)
RegisterCommand GetFileSize (23C4)
RegisterCommand NewHudS (23C5)
RegisterCommand DelHudS (23C6)
RegisterCommand ScreenInfo (23C7)
RegisterCommand HudS_X (23C8)
RegisterCommand HudS_SclX (23C9)
RegisterCommand HudS_Show (23CA)
RegisterCommand HudS_Opac (23CB)
RegisterCommand HudS_Align (23CC)
RegisterCommand AutoSclHudS (23CD)
RegisterCommand HudS_Y (23CE)
RegisterCommand HudSEsp (23CF)
RegisterCommand HudSProtect (23D0)
RegisterCommand HudsInfo (23D1)
RegisterCommand DelAllHudSs (23D2)
RegisterCommand HudS_L (23D3)
RegisterCommand rcsc (23D4)
RegisterCommand HudS_SclY (23D5)
RegisterCommand NewHudT (23D6)
RegisterCommand DelHudT (23D7)
RegisterCommand HudT_X (23D8)
RegisterCommand HudT_SclX (23D9)
RegisterCommand HudT_Show (23DA)
RegisterCommand HudT_Opac (23DB)
RegisterCommand HudT_Align (23DC)
RegisterCommand AutoSclHudT (23DD)
RegisterCommand HudT_Y (23DE)
RegisterCommand HudTEsp (23DF)
RegisterCommand HudTProtect (23E0)
RegisterCommand HudTInfo (23E1)
RegisterCommand DelAllHudTs (23E2)
RegisterCommand HudT_L (23E3)
RegisterCommand HudT_SclY (23E4)
RegisterCommand PauseBox (23E5)
RegisterCommand KillMenu (23E6)
RegisterCommand SetHudT (23E7)
RegisterCommand HudT_Text (23E8)
RegisterCommand HudS_Tex (23E9)
RegisterCommand SanString (23EA)
RegisterCommand IsHUDEnabled (23EB)
RegisterCommand IsPluggyDataReset (23EC)
SetOpcodeBase 000023FF
RegisterCommand PlgySpcl (23FF)
plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 0000007C) loaded correctly
checking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll
plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00000003) loaded correctly
checking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll
plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctly
patched
HandleNewGameHook

User avatar
Adrian Morales
 
Posts: 3474
Joined: Fri Aug 10, 2007 3:19 am

Post » Wed Feb 09, 2011 5:36 pm

Plus, I can turn off shadows and have that shader do the job.
Previously, I believe it was said that the real-tile shadow "shader" actually hijacked the game's shadow system to render shadows for the world and etcetera. Ergo - wouldn't work.
Things may have changed since then, but I kinda doubt it. Hopefully, there'll be a way to get shadows working on the terrain itself too, but I digress.
(Also, NFAA is still better than no AA at all - and yes, most of the DOF shaders can be set to not blur close things (i.e. weapons) now)
User avatar
Setal Vara
 
Posts: 3390
Joined: Thu Nov 16, 2006 1:24 pm

Post » Wed Feb 09, 2011 11:27 pm

Hey guys, is it just me, or does the HBAO shader work not-so-well on faces and bodies of npcs? It seems very 'noisy' and also creates a lot of black jagged outlines around their hair and some transparent objects, like those beams of lights in caves. Is there any way to prevent these things? Just wondering hehe

I was just wondering about that myself, if there was a way to exclude actors from the SSAO shaders in general it'd be probably work much better, they always generated weird results around them. Though I doubt that's possible.
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Arrogant SId
 
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Post » Wed Feb 09, 2011 10:22 am

Unfortunately shaders have no access to where anything is on the screen. This is the same reason that it is impossible to keep your character and his/her weapons from blurring in all situations using depth of field without keeping other things close to the camera from blurring. Additionally, the ssao around beams of light exists in all the ssao shaders, and is unfixable. Cobwebs and beams of light can also cause issues with depth of field. This is because transparent objects cause issues in single layer rendering systems, as not including transparent things in the depth texture can cause issues, and including them can cause issues.

Also, are people finding that the new Bokeh shader is worth the performance hit?
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Devin Sluis
 
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