Oblivion Graphics Extender, Thread 11

Post » Fri Apr 23, 2010 10:55 am

OP system-Vista
graph card-Nvidia Gforce 9600 GT



I'll upload a pic when i can.. i really REALLY want godrays and i can't get them
PS i did check the FOV on the shader and the one on my game,it was not edited seeing as both are locked at 75

I've noticed a couple of problems:

  • (Readable depth buffer disabled in INI file.)
    You need to have the depth buffer enabled for the godrays shader to work.


  • (checking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\obge.dll)
    You should remove the original obge.dll plug-in. It will cause problems with my plug-in and as my plug-in is backward compatible with the original obge you don't need it.

So... I don't have an OBGE.ini file in my My Games/Oblivion folder. The plugin is in my OBSE/Plugins folder, and the COBL option key is in my inventory, and I played for about an hour before quitting, and there's no OBGE.ini... any idea what's up?

If the game crashes or you use the 'qqq' command from the command console then the OBGE.ini isn't created/updated. Also if for some weird reason the plug-in can't locate your My Documents folder then it will create (and use) the OBSE.ini file in your Oblivion game directory.

Hello to all.

Sorry if beign asked before, but it's my first time here and the amount of info it's overwhelming

I have a single question.

I am using 8xAA in a multi gpu setup. BTH, it's working wonders on the game, I use QTP3, Better Cities, an a long list.

This development came across and it seems very interesting. After I've read the main info, I would like to know:

Of all the pre-packaged shaders and effects, that come with the software, if I disable bUseDepthBuffer by bUseDepthBuffer=0 so AA will work as stated on this thread, what are those effects that will not work ???

Thanks i advance

ssao (both the normal and perf versions)
DepthOfField
timelygodraysv
CelShader+EdgeAA

All require the depth buffer to be enabled.

Basically look in the shader's fx file and look for a line with texture Depth; in it. If it has this line then it probably uses the depth buffer.
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josh evans
 
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Post » Fri Apr 23, 2010 5:50 am

LOL first off you pot the shaders(.fx files) in your shader list .txt file..just wite one down with apporpriate capital letter and the .fx at the end,press Enter,then put another one by the same way,then press Enter again etc,etc...lol
the Ini file in the MY games/oblivion file is only to control wether the buffer and/or the RAWZ fix will run...personally i have both of them disabled(0)


Thats NOT what I was asking. I'm well aware of how to input data into a bloody text file, hehe :)

What I am getting at is, do I need to put *ALL* of the shaders that are in that directory into the shaderlist.txt, or do I need to pick and choose among them based on some priority the modder is declining to enlighten us on?

I know WHAT a shader is. I know what a shader DOES, I do NOT, however, know WHICH shader DOES WHICH based on some cryptic name.

The first thing I had happen after I tried this applet out was my game turned into a 'hand drawn' style graphic and my FPS went kaput, followed by a hard lockup, after which Windows decided it couldnt find one of my directx .dll files, causing me to have to reinstall the entire Directx package, so, yeah, Im a little annoyed and cynical right now.

When that happened, I had only the shaders specifically mentioned in the readme entered into the text file, and yes, I'm sure I entered them properly, including capitalization and file suffix.
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Jarrett Willis
 
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Post » Fri Apr 23, 2010 4:58 pm

I've noticed a couple of problems:

  • (Readable depth buffer disabled in INI file.)
    You need to have the depth buffer enabled for the godrays shader to work.


  • (checking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\obge.dll)
    You should remove the original obge.dll plug-in. It will cause problems with my plug-in and as my plug-in is backward compatible with the original obge you don't need it.


If the game crashes or you use the 'qqq' command from the command console then the OBGE.ini isn't created/updated. Also if for some weird reason the plug-in can't locate your My Documents folder then it will create (and use) the OBSE.ini file in your Oblivion game directory.


ssao (both the normal and perf versions)
DepthOfField
timelygodraysv
CelShader+EdgeAA

All require the depth buffer to be enabled.

Basically look in the shader's fx file and look for a line with texture Depth; in it. If it has this line then it probably uses the depth buffer.


thing is,when i enable the depthbuffer i load the game and all i get is a transparent character in an invisible world..like all i see is the sky and the normal sunglare..still no godrays :/ here's a screenie with the buffer..any ideas why this is happening? ----->http://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0114-27-31-12.jpg
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Daramis McGee
 
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Post » Fri Apr 23, 2010 12:36 pm

Thats NOT what I was asking. I'm well aware of how to input data into a bloody text file, hehe :)

What I am getting at is, do I need to put *ALL* of the shaders that are in that directory into the shaderlist.txt, or do I need to pick and choose among them based on some priority the modder is declining to enlighten us on?

I know WHAT a shader is. I know what a shader DOES, I do NOT, however, know WHICH shader DOES WHICH based on some cryptic name.

The first thing I had happen after I tried this applet out was my game turned into a 'hand drawn' style graphic and my FPS went kaput, followed by a hard lockup, after which Windows decided it couldnt find one of my directx .dll files, causing me to have to reinstall the entire Directx package, so, yeah, Im a little annoyed and cynical right now.

When that happened, I had only the shaders specifically mentioned in the readme entered into the text file, and yes, I'm sure I entered them properly, including capitalization and file suffix.

hmm i think the load order's on the readme tbh..that's how i did it :P though i have my issues aswell lol
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Leanne Molloy
 
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Post » Fri Apr 23, 2010 7:17 pm

Thats NOT what I was asking. I'm well aware of how to input data into a bloody text file, hehe :)

What I am getting at is, do I need to put *ALL* of the shaders that are in that directory into the shaderlist.txt, or do I need to pick and choose among them based on some priority the modder is declining to enlighten us on?

I know WHAT a shader is. I know what a shader DOES, I do NOT, however, know WHICH shader DOES WHICH based on some cryptic name.

The first thing I had happen after I tried this applet out was my game turned into a 'hand drawn' style graphic and my FPS went kaput, followed by a hard lockup, after which Windows decided it couldnt find one of my directx .dll files, causing me to have to reinstall the entire Directx package, so, yeah, Im a little annoyed and cynical right now.

When that happened, I had only the shaders specifically mentioned in the readme entered into the text file, and yes, I'm sure I entered them properly, including capitalization and file suffix.


Your attitude. Fix it. I do not think it unreasonable to assume that should you not know something, you can look it up. As for the shader effects, they are all listed in the OP. Those with only one effect are labelled with it. If you do not know what SSAO/Godrays/EdgeAA/Cel Shading/Depth Of Field are, I expect you to look them up. A simple google search will provide you with all the info you need. The shader names are not cryptic, they are labelled as best describes their effects.

If you are too lazy to do some reading and take initiative, then this project is not for you. It is a beta. You have to do the work yourself sometimes. Deal with it. We all work very hard to bring what we can to this game, outside of the many other aspects of our lives, and do not have time to spare for hand-holding.
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adame
 
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Post » Fri Apr 23, 2010 5:11 am

Your attitude. Fix it. I do not think it unreasonable to assume that should you not know something, you can look it up. As for the shader effects, they are all listed in the OP. Those with only one effect are labelled with it. If you do not know what SSAO/Godrays/EdgeAA/Cel Shading/Depth Of Field are, I expect you to look them up. A simple google search will provide you with all the info you need. The shader names are not cryptic, they are labelled as best describes their effects.

If you are too lazy to do some reading and take initiative, then this project is not for you. It is a beta. You have to do the work yourself sometimes. Deal with it. We all work very hard to bring what we can to this game, outside of the many other aspects of our lives, and do not have time to spare for hand-holding.


Apologies for the attitude, but the readme file, which most of us go by, rather than running off to the forums on an obscure hunch there MIGHT be a topic there, said VERY little about anything, and most of what it DID say made very little sense to a layman. Now that I know you are using the forums as your place to disseminate the proper information, the problem is pretty much solved...what had me ticked off was that the readme file was, I thought, the only source of information for the mod, and there was jack squat in it.


As for being lazy, yadda yadda. Far from it, bunky. I spend anywhere up to 14 hours a day MODDING for four different games, as well as taking care of an ailing father and a young son, by myself, AND doing typing and proofing for an area magazine, so if I tend to get a wee bit impatient with README files that have next to no information in them, I apologize.

Again, apologies for any percieved attitude, but, as you said, NONE of us have time to spare for a great number of things, and from my end that means time to spare for running around the internet wondering if a secret cache of vital information on your mod is hidden out there in forum land somewhere.
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Thomas LEON
 
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Post » Fri Apr 23, 2010 1:37 pm

The forum thread is clearly linked to in the description field of the Nexus page where you download the package. I'm not in control of the readme that was included in the package, just what's in the OP of this thread, so I made it as obvious as possible.

We will try to make things clearer as time goes on, but we're on our first release of beta stuff, so everything's a bit spread all over the place. Once we get a bit of organsiation, things should become a bit clearer for the average user. Also, things tend to change pretty quickly, so having everything just in this thread makes it easier to keep stuff up to date, hence why none of this is in the Nexus description field.
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ANaIs GRelot
 
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Post » Fri Apr 23, 2010 12:45 pm

Hello

I have carefully followed instructions to install, configure and run the package.

For some odd reason, obse it's not loading the obge plugin / nor producing log files / nor creating the .ini file at my games / ob........

I have double checked everyhing.

I wish I had more information to post.

I am running some other mods that use obse , and those, I am sure are loaded and running .......

My version of the game it's steam version, as well as obse, I have the required dlls on oblivion folder; the obse_loader.log says the CRC and the "you are usig steam ......... etc" message.

Like I said, I am confident that obse it's running for some other mods.

Because I do not see log files from obge beign created, I assume the dll its not beign loaded by obse......

I have checked the paths for the dll plugin, copied also on oblivion root path, etc.

I am running Vista 64 Home, SP2
Oblivion GOTY Deluxe steam version 1.2.... etc with all the unnoficial patches as well
OBSE steam version (the latest, beta I think)
obmm latest
boss latest
wrye bash latest
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Stephanie I
 
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Post » Fri Apr 23, 2010 12:30 pm

@ daemonnnn: Remove ScreenEffects from your shaderlist.txt, I meant. Godrays only appear at certain times as well, I think. I can't recall when though. Post your OBGEv2 and OBSE logs again, will you?
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leigh stewart
 
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Post » Fri Apr 23, 2010 2:27 pm

hey you didn't reply to my post.do you have any idea of what's going on or how to fix it?


Don't have ScreenEffects.fx in your shaderlist.txt.
See scanti's reply to your post for the rest.


yes screen effects is on my shaderlist.txt..last one to load..i did everything scanti wrote too. Dunno what it can be tbh..


Move this back to forum thread. See my reply there.

OBGEv2
Ingnoring message.RESZ not supported.Depth buffer texture (INTZ) (1280,1024) created OK.Depth buffer attached OK. 0Releasing the original depth surface.Received load game message.Loading a game.Creating vertex buffers.Creating screen texture.Width = 1280, Height = 1024Setting screen surface.Setting depth texture.Loading the shaders.Loading shader (data\shaders\ssao_perf.fx)Setting effects screen texture.Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Added to list OK.Loading the shaders.Loading shader (data\shaders\ssao_perf.fx)Setting effects screen texture.Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Save file links 0 textures.Shader Index = 0Received ExitGame message.Calling Release DeviceReleasing thisframe surface.Releasing lastpass surface.Releasing lastframe surface.Releasing thisframe texture.Releasing lastpass texture.Releasing lastframe texture.Releasing shader vertex buffer.


obse

OBSE: initialize (version = 18.5 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\\OBGEv2.dllSetOpcodeBase 00002100RegisterCommand 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)plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000002) loaded correctlychecking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OblivionOnline.dllSetOpcodeBase 000022D0RegisterCommand MPConnect (22D0)RegisterCommand MPSendActor (22D1)RegisterCommand MPSendFullStat (22D2)RegisterCommand MPSendChat (22D3)RegisterCommand MPSyncTime (22D4)RegisterCommand MPGetPosX (22D5)RegisterCommand MPGetPosY (22D6)RegisterCommand MPGetPosZ (22D7)RegisterCommand MPGetRotZ (22D8)RegisterCommand MPGetCell (22D9)RegisterCommand MPGetTime (22DA)RegisterCommand MPGetDay (22DB)RegisterCommand MPGetMonth (22DC)RegisterCommand MPGetYear (22DD)RegisterCommand MPGetIsInInterior (22DE)RegisterCommand MPGetStat (22DF)RegisterCommand MPGetDebugData (22E0)RegisterCommand MPGetSpawnedRef (22E1)RegisterCommand MPSpawned (22E2)RegisterCommand MPTotalPlayers (22E3)RegisterCommand MPDisconnect (22E4)RegisterCommand MPClearSpawn (22E5)RegisterCommand MPSendEquipped (22E6)RegisterCommand MPGetEquipment (22E7)RegisterCommand MPGetMyID (22E8)RegisterCommand MPSetInCombat (22E9)RegisterCommand MPGetIsInCombat (22EA)RegisterCommand MPLogin (22EB)RegisterCommand MPSynchActors (22EC)RegisterCommand MPBuildCache (22ED)plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\OblivionOnline.dll (00000001 OblivionOnline 00000001) loaded correctlychecking plugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dllplugin C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\\weOCPS.dll (00000001 weOCPS 01328DD8) loaded correctlypatchedDoLoadGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.essloading from C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseLoading stringsLoading array variablesplugin did not read all of its data (at 000000000000377F expected 0000000000003780)**Dumping Array #5 **Refs: 1 Owner 76: Map Marker Overhaul.espOBSE: deinitialize


i removed screenefects but still get the same issue :/
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cosmo valerga
 
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Post » Fri Apr 23, 2010 11:48 am

@ HawkleyFox, vtastek: I'd like to get all the shaders hosted at Nexus only, to simplify things. The easiest way of doing this would be to give you guys editing access to the page so that you could upload your own updates when you release them, so could you give me your Nexus member ids so I can add you?

@ daemonnnn: Looks good. If you're not seeing godrays it'll be because of the certain times of day they appear at. Perhaps someone else can tell you what those times are.

I'm going through the OP ATM, updating install instructions, and adding in a few notes about the support plugin's usage, seeing as it doesn't have a readme of its own for the moment.
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Dalia
 
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Post » Fri Apr 23, 2010 6:06 am

hmm right now i can't play so it can't look that good lol i still see everything like the screenie :/
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Nick Jase Mason
 
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Post » Fri Apr 23, 2010 7:18 am

@HawkleyFox

Any new thoughts about doing volumetric clouds ? :whistle:



@daemonnnn

I`m not sure if I understood your last post a 100%, but if you are comparing the godray pictures to what you get, remember that the picture may have been tweaked and different version of the godray used.
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Rhi Edwards
 
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Post » Fri Apr 23, 2010 4:55 pm

@HawkleyFox

Any new thoughts about doing volumetric clouds ? :whistle:



@daemonnnn

I`m not sure if I understood your last post a 100%, but if you are comparing the godray pictures to what you get, remember that the picture may have been tweaked and different version of the godray used.

nbo i'm not comparing..i am afirming that i wasted a lot of time waiting for the the godrays,seeing the game time pass and whatnot and all i get is sunglare..only sunglare..and i have eliminated the screeneffects.fx from my shaderlist.txt and if i enable depthbuffer all i get is this http://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0114-27-31-12.jpg
if you still don't understand read the other posts
and if you don't understand the problem well all i see is sky and no ground or distant image..it shows my character has invisible(that's a third person screenshot) floating on air
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Lewis Morel
 
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Post » Fri Apr 23, 2010 11:33 am

I just started using the new TimelyGodRays 3.4 after using version 3 for awhile. It seems to work fine, but noticed that it did not include any textures like version 3 did. Can I use the popular http://www.tesnexus.com/downloads/file.php?id=16533 sun textures with this?
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Anna Kyselova
 
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Post » Fri Apr 23, 2010 9:25 am

The new ssao_perf.fx shader works! After almost a month of trying to get SSAO to work in my game it's finally here and it looks amazing! Thankyou soo much everyone who worked on this or helped answer my questions! :)
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Jesus Duran
 
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Post » Fri Apr 23, 2010 8:23 pm

nbo i'm not comparing..i am afirming that i wasted a lot of time waiting for the the godrays,seeing the game time pass and whatnot and all i get is sunglare..only sunglare..and i have eliminated the screeneffects.fx from my shaderlist.txt and if i enable depthbuffer all i get is this http://i755.photobucket.com/albums/xx194/daemonnnn/Oblivion2010-03-0114-27-31-12.jpg
if you still don't understand read the other posts
and if you don't understand the problem well all i see is sky and no ground or distant image..it shows my character has invisible(that's a third person screenshot) floating on air


Your bug is, to the best of my knowledge, unique, so Scanti is most likely to be able to shed light on it, seeing as he knows most about the stuff involved. You're probably best off waiting for him or someone else to help you.

I just started using the new TimelyGodRays 3.4 after using version 3 for awhile. It seems to work fine, but noticed that it did not include any textures like version 3 did. Can I use the popular http://www.tesnexus.com/downloads/file.php?id=16533 sun textures with this?


The included textures removed the sunglare, as it made godrays look weird in some way. I'm not sure how things will look if you use Beaming Sunglare, but you can always try it out. The v3 textures are included in the OBGEv2 package, BTW.
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Emily Jeffs
 
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Post » Fri Apr 23, 2010 12:42 pm

At first of course I want to thank you all for your work!

Makes the game much more beatutiful.

But I have a small question (I know I read somwhere something about this problem but I haven't found it)

When using SSAOv2 I get a small bar on the lower end of the screen:

http://www.imagebanana.com/view/b0n9u2w1/ScreenShot1.jpg

I tried to change nearly all values in the fx file but with no success.

Thanks


Anybody knows why I get this small bar?

Thanks
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Dark Mogul
 
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Post » Fri Apr 23, 2010 12:55 pm

Anybody knows why I get this small bar?

Thanks

i'd be honestly more preocupied in how you got it all white lol btw if you use motion blur then it can provoke that cause it might overlap with the blur from the DoF..i'm just sayin'..
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maya papps
 
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Post » Fri Apr 23, 2010 5:58 am

No no I want it to be white.

I use the option in the ssao_test.fx to see only the applied SSAO effect. I used this for the picture because it becomes clearer what the problem is. Ther is no SSAO effect in the lower part of the screen and a little bit on the right and left (traqezoid)


EDIT\
@deamonnn
from ssao_test.fx:

//Uncomment this line to see the raw SSAO shader. The effect will not be combined
//into the scene, allowing you to see what the AO of the scene looks like, and is
//useful when tweaking the above values to fine tune the effect.
//#define RAW_SSAO
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Gavin Roberts
 
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Post » Fri Apr 23, 2010 6:22 pm

...
If the game crashes or you use the 'qqq' command from the command console then the OBGE.ini isn't created/updated. Also if for some weird reason the plug-in can't locate your My Documents folder then it will create (and use) the OBSE.ini file in your Oblivion game directory.
...


Well, I never use 'qqq,' and as far as I know, the game doesn't crash... I'm using the FastExit OBSE plugin, but even when I moved it from the plugins folder, I still exit without an error message. The OBGE.ini file just isn't there. To confirm, it's supposed to be under My Games/Oblivion, along with the Oblivion.ini and ConstructionSet.ini and the saves folder, right?
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Colton Idonthavealastna
 
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Post » Fri Apr 23, 2010 6:23 pm

No no I want it to be white.

I use the option in the ssao_test.fx to see only the applied SSAO effect. I used this for the picture because it becomes clearer what the problem is. Ther is no SSAO effect in the lower part of the screen and a little bit on the right and left (traqezoid)


EDIT\
@deamonnn
from ssao_test.fx:

//Uncomment this line to see the raw SSAO shader. The effect will not be combined
//into the scene, allowing you to see what the AO of the scene looks like, and is
//useful when tweaking the above values to fine tune the effect.
//#define RAW_SSAO

hmm i imagine it might be blur still though...do you know ENBseries? when i was tweaking with the blur and the ssao i got the same issue..i just lowered the motion blur...i no longuer use the ENBseries either
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Neko Jenny
 
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Post » Fri Apr 23, 2010 3:53 pm

I've updated the Nexus description field to hopefully be a bit more obvious/helpful, and added the new installation/usage instructions.

Well, I never use 'qqq,' and as far as I know, the game doesn't crash... I'm using the FastExit OBSE plugin, but even when I moved it from the plugins folder, I still exit without an error message. The OBGE.ini file just isn't there. To confirm, it's supposed to be under My Games/Oblivion, along with the Oblivion.ini and ConstructionSet.ini and the saves folder, right?


Yep. I've got it there, I just loaded Oblivion to main menu, then quit, and it was created fine. Using FastExit2. FastExit doesn't allow ini writing on exit, so use FE2 instead.

@ master176281: Nope, sorry. I can't help you there, I'm afraid.
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Lynette Wilson
 
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Post » Fri Apr 23, 2010 12:25 pm

Hi wrinklyninja,

Any new updates with the cloud shader? Thought it was looking pretty awesome!
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Kayla Keizer
 
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Post » Fri Apr 23, 2010 5:58 pm

Nope, I'm not modding currently, as RL has taken over somewhat. I can still procrastinate on this thread when I'm on the move though, so my post rate is not indicative of my modding progress. I should hopefully be back to normal by next week.
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Michael Russ
 
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