[REL/WIP] Oblivion Graphics Extender

Post » Thu Feb 10, 2011 6:04 am

I'm sure this has been asked hundreds of times, but my OBEv2.txt is blank, I don't have a shaderlist, OBSE.txt says the OBGEv2.dll was "reported as incompatible during query", and none of the shader effects are visible. Moreover, the OBGE menu doesn't appear when activated (esp is activated and organized with BOSS). I've heard people having issues with FastExit2.dll, so I removed it. I also updated obse to version19b. Not quite sure what else I'm missing or messing up...

This seems to only happen to some people, and I have no idea why. It sounds like there's a bug in returning whatever values are checked by OBSE for compatibility, so that means shadeMe's the one to badger for a fix. :P
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lauren cleaves
 
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Post » Thu Feb 10, 2011 5:37 am

Are you using OBSE v20? I think there's a problem with the new version not detecting requirements correctly, and vise versa with scripts that check for a compatible version of OBSE. That's my guess on why...
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Lewis Morel
 
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Post » Thu Feb 10, 2011 5:09 am

Hi Guys
I'm becoming mad with this mod
I've followed all correctly...but seems this mod wont work
1) I've downloaded core pack
2) I've put all files into my data folder (I didn't have any previous version files)
3)When I run the game I see Beteshda Softworks for a bit, I press SPACE and I see it lagging disappearing...then it freezes, and after 5 seconds I have the main menu with the music but no buttoms like load, options etc
Could someone help me ?
Thankyou
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Sylvia Luciani
 
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Post » Wed Feb 09, 2011 7:47 pm

Is there no other way to make OBGE Motion Blur not to crash my games when I autosave? :S
Is there something I've done wrong in the installation process?

The best thing would be if someone that know how shaders could make a underwater ripple effect in a shader.

@MartG No that's not what I'm looking for because that only adds bubbles and no ripple effects :P
But thanks anyway

Well, it should be simple enough to just rewrite that shader. I'll take a look if I get the time.

snip
The pictures with a higher range parameter have darker shadows, because if you look at a single pixel in the shadowy area, the range inside which a median value is calculated extends to lighter areas, lowering the median luminosity value. The pixel in question is darker than the median so it gets darkened further. I don't know what settings would make the most compelling appearance, maybe something like range 30 and amount 0.5.

I think it would make a nice shader, at least i'd use it :). But i don't know how to make shaders so i'm hoping to inspire someone capable to make one.

Interesting. The 'gamma' part of Gamma Contrast tones down the amount of white- and black-out you get, but it won't eliminate it. What you describe makes sense, and should be fairly simple to make. Do you know what shape the sample area for each pixel is? Is it just a circular field of a radius that's equal to the range you mention? Of course, range and amount could be made configurable. I'll add it to my list of things to do when I get the time.

Are you using OBSE v20? I think there's a problem with the new version not detecting requirements correctly, and vise versa with scripts that check for a compatible version of OBSE. That's my guess on why...

He says he upgraded to 19b...

@ cancan69: RTFM.

---------------------------------------

I'll be updating the Nexus page with a new Shaders package within the next few days, to include the fixed Godrays shader fix for NVIDIA 4/5xx series cards and the new Bokeh DoF shader. I want to see if I can whip up and include the above shader ideas first though.

Also, some screenshots I took while enjoying one of my rare opportunities to play the game:
http://img42.imageshack.us/img42/2645/oblivion201101121918394.jpg
http://img225.imageshack.us/img225/2479/oblivion201101121919124.jpg
http://img214.imageshack.us/img214/584/oblivion201101121919352.jpg
http://img440.imageshack.us/img440/4110/oblivion201101121928132.jpg
http://img525.imageshack.us/img525/3774/oblivion201101121926024.jpg
http://img87.imageshack.us/img87/5777/oblivion201101121925460.jpg
Shaders active are SSII, the new Bokeh DoF, HBAO, Godrays. Textures are Corepc's Vibrant pack. Location is UL: Beaches of Cyrodiil: Lost Coast and one of the Ayleid ruins there. Hmm, they looked a lot better in-game...
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Jennifer May
 
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Post » Wed Feb 09, 2011 5:41 pm

@ cancan69: RTFM.

what does it mean lol ?
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Kyra
 
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Post » Thu Feb 10, 2011 6:40 am

@ cancan69: RTFM.

what does it mean lol ?

Congratulations, you're the first person who I've ever added to my ignore list. In case you don't know of it, this means that I won't even be able to see your posts on the forum, saving me the trouble of purposefully ignoring you.

@ hlvr: I was wrong. It appears that shader accesses some information that hasn't been exposed by OBGEv2. I wasn't aware there were any such regressions between OBGE and OBGEv2, but I've sent a PM to shadeMe which will hopefully clarify things or reverse the regression in a future plugin update.
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Stu Clarke
 
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Post » Thu Feb 10, 2011 12:52 am

Good to hear there's going to be a 4/5xx fix, I just bought a GTX 580 as part of a progressive computer upgrade I'm doing this year XD

The shots do seem a little bit blurry even in the focused areas... Maybe Bokeh is not working correctly when determining the blur on unfocused areas?
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Jack
 
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Post » Thu Feb 10, 2011 12:46 am

Good to hear there's going to be a 4/5xx fix, I just bought a GTX 580 as part of a progressive computer upgrade I'm doing this year XD

The shots do seem a little bit blurry even in the focused areas... Maybe Bokeh is not working correctly when determining the blur on unfocused areas?

No, I think I just took rubbish shots, TBH. The blur was working fine in-game, I must have jogged my mouse and got it focusing on something closer (even something like a blade of grass would be enough) to do that. The default settings (which I was using) are pretty strong though, and probably not what you'd play the shader with.
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James Shaw
 
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Post » Thu Feb 10, 2011 5:50 am

Huh. I guess changing the adjust delay (if it's possible) would allow you to not lose focus on certain things, or change focus very quickly. Maybe be able to lock focus for screenshooters too? Of course that would only be in the adjustment plugin...

Speaking of the plugin, on the TESNexus page you never mentioned in the description that it requires COBL to fully work. As far as I know, this can cause problems for some users, especially those playing Nehrim since COBL is heavily based on the Oblivion plugin... Any chance of a non-COBL version?
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Nancy RIP
 
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Post » Thu Feb 10, 2011 7:13 am

Huh. I guess changing the adjust delay (if it's possible) would allow you to not lose focus on certain things, or change focus very quickly. Maybe be able to lock focus for screenshooters too? Of course that would only be in the adjustment plugin...

Speaking of the plugin, on the TESNexus page you never mentioned in the description that it requires COBL to fully work. As far as I know, this can cause problems for some users, especially those playing Nehrim since COBL is heavily based on the Oblivion plugin... Any chance of a non-COBL version?

There is no adjust delay, and it's not possible to have one without access to frame-by-frame transformation matrices IIRC. I don't think lock focus is possible either, though it's not really needed if you tcl and tai to stop you and other actors moving.

As for the plugin, it doesn't require Cobl. Its Misc Item is moved to the Cobl menu if you have Cobl installed, but it's perfectly happy as a normal item sitting in your inventory. Though you are correct in that Cobl isn't mentioned, and neither is the change in location of the menu if you have Cobl installed. I shall change that.

And OBGEv2 doesn't really work with Nehrim, or at least apparently the support plugin doesn't. I don't have any plans to change that, since I no longer have Nehrim installed and I don't think I can add support without removing Cobl support, but in any case I have more pressing things to worry about.
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Alberto Aguilera
 
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Post » Thu Feb 10, 2011 4:24 am

It's not actors, but free camera (tfc); You might have a blade of grass or some leaves close to the center of view, and don't want to focus on it, but DoF does. So by taking a view of what is to be focused, locking it, and then moving the camera in place, you don't lose focus because of something really close getting into the high focus range.

As for the plugin... Maybe it's trying to refer to something that's in Oblivion but not in Nehrim - you might check references and compare what's in Nehrim and in Oblivion.
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Jennifer Munroe
 
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Post » Thu Feb 10, 2011 5:13 am

Your gamma contrast settings seem to be so good that it's kinda difficult to explain what's better about local contrast :). But the point is that while ordinary contrast adds some punch to the picture too, it makes darker spots too dark and burns out the lighter spots. This is especially noticeable at daytime, and i picked the first shot because the roof is too dark.

I think it would make a nice shader, at least i'd use it :). But i don't know how to make shaders so i'm hoping to inspire someone capable to make one.


The pics you posted that you tinkered with in GIMP are interesting as well, and very similar to what I have in game with Gamma Contrast on. Of course the GIMP shots do the effect better since you have total control of the image. However, in game looks better than the screens I posted actually. Some quality is lost in the screens. And you're right, the darker areas do sometimes appear too dark, and the opposite happens, lighter areas sometimes appear washed out. However I have corrected this somewhat by further tweaking the settings of the ColorEffect shader. I'll load up the save I have in Anvil, where the previous shots were taken, and try to get the same shots with the new settings for a comparison. Whether or not the screenshots convey the difference very well or not, in-game it's quite a difference. Maybe I'll also post some new shots with the tweaked settings vs having the shader turned off in the Imperial City. I noticed some excellent detail in many areas when I was passing through the IC districts last night. I was rather impressed.

I agree it would be nice to have a shader made with this effect specifically in mind. However I'm in the same boat as your are; I know nothing about making shaders. Since Wrinklyninja showed some interest maybe we can nudge him a bit. *nudge nudge*

Here are the updated settings for anyone interested, only minor adjustments but very noticeable.
Spoiler

//TWEAKABLE VARIABLES.

extern bool DoBlurHighlight = 0;
extern bool DoSepia = 0;
extern bool DoColorInvert = 0;
//Toggles for the on/off effects. 1 is enabled, and 0 is disabled.

extern float Saturation = 0.8;
//Saturation: Scales the saturation level.
//1 is vanilla, less than 1 decreases it, greater than 1 increases it.

extern float Brightness = 1.1;
//Brightness: Scales the brightness level.
//1 is vanilla, less than 1 decreases it, greater than 1 increases it.

extern float Contrast = 1;
//Contrast: Scales the contrast level.
//1 is vanilla, less than 1 decreases it, greater than 1 increases it.

extern float GContrast = 1.6;
//Gamma Contrast: Scales the contrast level.
//Default = 1.

extern float GBrightness = 1.2;
//Gamma Brightness: Scales the brightness level.
//Default = 1.

extern float FGIntensity = 0;
//Film Grain: Controls the intensity of the noise. 0 = no effect, 1 = full effect.
//Default = 0.3.

extern float BHMagnitude = 10;
//Blur Highlight: Controls the size of the blur.
//Default = 10.

extern float BHBrightness = 4;
//Blur Highlight: Corrects the darkening of the screen the effect causes.
//Default = 4.

//END OF TWEAKABLE VARIABLES.

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Isaac Saetern
 
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Post » Wed Feb 09, 2011 4:33 pm

Since circles and hexagons have different optimal sampling distributions, I have decided to split the new Bokeh_DoF.fx into Bokeh_Hexagon_DoF.fx and Bokeh_Circle_DoF.fx

Cons to this decision:
  • Any bug updates most likely have to be made to both
  • Can't simply switch shapes by tweaking variables, have to load different shaders


Pros to this decision:
  • Higher Quality:
  • More circular circles
  • Instead of deformed "hexagons", http://s1100.photobucket.com/albums/g405/tomerk001/Hexagonal%20Bokeh%20DoF/?action=view¤t=ScreenShot304.png


Downloads along with a few small bug fixes will be available in the next few days (likely tomorrow)
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hannaH
 
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Post » Thu Feb 10, 2011 7:29 am

You guys probably get this a lot, I've just returned to the forums after a very long time.

Thank you all for your time spent on this mod, it really had made Oblivion feel new again. Along with the right environment mods, this game easily beats out many newer RPGs in terms of atmosphere. I just have one question, what the hell is this and does anyone have information on the development of these shadows?

http://www.youtube.com/watch?v=2eKzwKFlz8Y

EDIT: Nvm, found an answer in another forum, apparently this is in test phase. Any idea on how far along the Dynamic Soft Shadows shader is?
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Erin S
 
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Post » Wed Feb 09, 2011 11:19 pm

I'd like to say thanks to the Guys who made this absolutley insane mod. The Work here is phenomenal!!!!

But I do have a slight Issue, and forgive me as it may be a stupid one. :rolleyes:

Whenever I type in ShowTestShader in the console I get an error saying that the command line isnt found, does anybody know whats causing this?

Any help would be great :)
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adame
 
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Post » Wed Feb 09, 2011 4:42 pm

EDIT: Nvm, found an answer in another forum, apparently this is in test phase. Any idea on how far along the Dynamic Soft Shadows shader is?


Could you please link us to the forum ? I can't find it. Thank you in advance.
By the way, I'd also be interested in knowing this information, because it seems to look good.
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Mr.Broom30
 
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Post » Thu Feb 10, 2011 3:46 am

Did I something wrong or something that offend someone ? I don't know, because all of you guys seems to be angry with me for no-reason, or better, for asking help.
I'm new in this site, I hoped ask help you, but seems all of you are ignoring me for "no-reason"
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City Swagga
 
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Post » Thu Feb 10, 2011 6:59 am

I'd like to say thanks to the Guys who made this absolutley insane mod. The Work here is phenomenal!!!!

But I do have a slight Issue, and forgive me as it may be a stupid one. :rolleyes:

Whenever I type in ShowTestShader in the console I get an error saying that the command line isnt found, does anybody know whats causing this?

Any help would be great :)

ShowTestShader was a valid command in Scanti's DepthTest.dll plugin and perhaps early versions of OBGEv2, but it no longer exists. For what reason are you trying to use it?

EDIT: I've been messing around with trying to get a good local contrast shader, but nothing really seems to work properly, as it messes with saturation and doesn't avoid the white/blackout issue with using gamma contrast...
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Cartoon
 
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Post » Thu Feb 10, 2011 1:50 am

Did I something wrong or something that offend someone ? I don't know, because all of you guys seems to be angry with me for no-reason, or better, for asking help.
I'm new in this site, I hoped ask help you, but seems all of you are ignoring me for "no-reason"

It is not that at all. It's just mainly Wrinklyninja here to manage and it really ticks him off when people report bugs without following the proper steps to reporting problems and errors. Following the proper procedures makes everyone's jobs easier here and can help us solve your issues faster. I suggest you re-read the first post and learn how to report bugs and problems the right way instead of just saying, "can I get some help, it won't work."
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Lilit Ager
 
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Post » Wed Feb 09, 2011 8:09 pm

Congratulations, you're the first person who I've ever added to my ignore list. In case you don't know of it, this means that I won't even be able to see your posts on the forum, saving me the trouble of purposefully ignoring you.

@ hlvr: I was wrong. It appears that shader accesses some information that hasn't been exposed by OBGEv2. I wasn't aware there were any such regressions between OBGE and OBGEv2, but I've sent a PM to shadeMe which will hopefully clarify things or reverse the regression in a future plugin update.


Hey! Thanks a lot :D :foodndrink:
Although I didn't fully understand everything what you said... (I for instance don't know what regressions are) :P

What was the problem? Did you find out what causes the crash when autosave?
Can it be fixed?
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Neliel Kudoh
 
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Post » Thu Feb 10, 2011 6:01 am

It is not that at all. It's just mainly Wrinklyninja here to manage and it really ticks him off when people report bugs without following the proper steps to reporting problems and errors. Following the proper procedures makes everyone's jobs easier here and can help us solve your issues faster. I suggest you re-read the first post and learn how to report bugs and problems the right way instead of just saying, "can I get some help, it won't work."

While AmpolX is correct about the 'following the correct procedures' part, it's not that I get really ticked off so much as it is a complete waste of my time re-typing what I have already spent a considerable amount of time trying to make as clear as possible in the readmes. I have better things to do than to waste my time, and as such recently decided to ignore any and all questions asked that are answered in the readme, with a few exceptions (ie. if it's a complaint about the readme). In light of this, the RTFM I gave was me being helpful, as I was still pointing you in the direction of the answer.

Hey! Thanks a lot :D :foodndrink:
Although I didn't fully understand everything what you said... (I for instance don't know what regressions are) :P

What was the problem? Did you find out what causes the crash when autosave?
Can it be fixed?

By regressions I meant that there was at least one thing that was present in OBGE that isn't in OBGEv2, being the water refraction map (or something like that), which was used to calculate the shader effect. However, shadeMe replied saying that he thought that he'd got the effect working normally when he tried it ages ago, but he'll double check for us and do what needs to be done.

That's all to do with the shader not working though, rather than your crashes, though I suspect that the two are linked. Perhaps if shadeMe can figure out what's up with the shader, that will fix the crashing. :shrug:
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Marcin Tomkow
 
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Post » Thu Feb 10, 2011 5:58 am

Let's try it again. :yes:

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


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ILy- Forver
 
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Post » Wed Feb 09, 2011 7:29 pm

Let's try it again. :yes:


What version of OBSE do you have? I had 0018 and I got crashing issues untill I updated to 0019b. there is also 0020 which is in beta I think.

EDIT: Nvm, I see that it is 19. not sure what's causing it to crash. have you tried disabling the plugin and seeing if it is another mod? make sure you use BOSS to make sure you have the right load order. I get crashing a lot when I go mod crazy and install a lot of mods.
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Dominic Vaughan
 
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Post » Wed Feb 09, 2011 11:01 pm

What version of OBSE do you have? I had 0018 and I got crashing issues untill I updated to 0019b. there is also 0020 which is in beta I think.

EDIT: Nvm, I see that it is 19. not sure what's causing it to crash. have you tried disabling the plugin and seeing if it is another mod? make sure you use BOSS to make sure you have the right load order. I get crashing a lot when I go mod crazy and install a lot of mods.


Already tried all that, but no dice. I have very view mods installed at the moment. Thanks for the suggestions.
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Eduardo Rosas
 
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Post » Wed Feb 09, 2011 11:24 pm

By regressions I meant that there was at least one thing that was present in OBGE that isn't in OBGEv2, being the water refraction map (or something like that), which was used to calculate the shader effect. However, shadeMe replied saying that he thought that he'd got the effect working normally when he tried it ages ago, but he'll double check for us and do what needs to be done.

That's all to do with the shader not working though, rather than your crashes, though I suspect that the two are linked. Perhaps if shadeMe can figure out what's up with the shader, that will fix the crashing. :shrug:


Alright, thanks a lot man! :D
Will check on this thread later to see if there are any news about it :P
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Milad Hajipour
 
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