Oblivion Graphics Extender, Thread 11

Post » Fri Apr 23, 2010 5:28 am

Oblivion Graphics Extender

This thread is a catch-all discussion for anything related to the Oblivion Graphics Extender (OBGE).

http://www.gamesas.com/bgsforums/index.php?showtopic=1072753
http://www.gamesas.com/bgsforums/index.php?showtopic=1074452
http://www.gamesas.com/bgsforums/index.php?showtopic=1076282


What is it?

The Oblivion Graphics Extender is an OBSE plugin created by Timeslip that adds extra functionality to Oblivion's scripting language, focussed on the implementation and manipulation of graphics effects. It adds support for fullscreen shaders and extra HUD elements, provides information about graphics memory and screen resolution and allows you to clear some of oblivions textures from graphics memory.

You can get OBGE http://timeslip.users.sourceforge.net/obge.html. The original was found to sometimes cause a crash on transition, and an attempt to fix this was made, in the form of a debugged version, found http://www.tesnexus.com/downloads/file.php?id=25912.


What uses it?

A number of mods take advantage of OBGE for their effects. These include:

http://www.tesnexus.com/downloads/file.php?id=16323
http://www.tesnexus.com/downloads/file.php?id=21424
http://www.tesnexus.com/downloads/file.php?id=27972
http://www.tesnexus.com/downloads/file.php?id=18385


Oblivion Visual Effects Project (OVEP)

This was a project started by IlmrynAkios that was dedicated to making Oblivion look better using various filters and low-level DirectX tricks, utilising OBGE for its effects. It spurred the discussion on the improvement of various areas of Oblivion's graphics, leading to a few released mods and some affiliated mods, proposed as part of the project but developed separately, being released. These are:

http://www.tesnexus.com/downloads/file.php?id=14339
http://www.tesnexus.com/downloads/file.php?id=15245
http://www.tesnexus.com/downloads/file.php?id=15566

The project is currently on haitus as various difficulties in its progression occurred, and IlmrynAkios found that his time available for work on it was becoming very limited.


Oblivion Graphics Extender (The Reboot)


What is it?

Sharing the same name as the plugin that first let modders change the game's graphical effects, OGE is a continuation of the effort started by OVEP to improve Oblivion's graphics. It is centred around Scanti's work on exposing more information about Oblivion's graphical processes, and the use of this information to create post-processing effects.

Scanti has recently begun work on rewriting OBGE to incorporate the new information exposed, and fixing bugs in the original. This rewrite is entitled OBGEv2, and that is what this project is based on, and what is available for download below. The original OBGE should not be used alongside OBGEv2, which is backwards-compatible with OBGE mods.

While it is still in its EARLY stages, the dedicated modders that make up this project are working hard to bring a new age to Oblivion. If you would like to contribute, please feel free to participate in the sharing of knowledge and ideas to help us strive to complete our goal. If you are able to find useful resources that can benefit the project, please feel free to share them as well.

Please respect the hard working people that take their time to bring this project together. This project is in a Beta Phase, and will probably remain in that state as Scanti continues to add new things to his plugin. Expect bugs when using newly created shaders, or when using/tweaking the shaders on your own.

*Attention*
If you are having any problems, please read the OP and the FAQ very carefully before posting. If your question is not answered, then report the bug as detailed in the 'How To Report Bugs Helpfully' section below.



Downloads

http://www.microsoft.com/downloads/details.aspx?familyid=0CEF8180-E94A-4F56-B157-5AB8109CB4F5&displaylang=en
http://www.tesnexus.com/downloads/file.php?id=30054
http://github.com/scanti/Oblivion-Graphics-Extender-v2

Also available for download elsewhere are the following shaders:

http://www.4shared.com/file/224902826/1439a4b4/ssao_perf.html
http://www.4shared.com/file/225791759/4343cf84/godraystimev34.html - Recommended not to use ATM as current project structure means that there is no bug-free way of loading it.


Screenshots/Videos

See the Nexus page for screenshots and videos of the effects currently available. The effects seen in some of these screenshots/videos may have been obtained by tweaking the variables in the shaders involved.


Shaders

Most of the project's shaders are now included in Scanti's OBGEv2 package at the Nexus page. Some updated and new shaders are also available from the Nexus page, or elsewhere, and can be obtained via the above links. The currently available shaders are:

CelShader+EdgeAA Shader (v0.3) - (CelShader+EdgeAA.fx)
- By shadeMe. Adds a cartoon-like black edge to objects, as seen in Borderlands, or smooths the edges of objects.
Color Effects Shader (v3) - (ColorEffects.fx)
- By WrinklyNinja. Adds a variety of photoshop-like colour effects, including luminosity-dependent film grain, sepia, saturation/contrast/brightness alteration, non-linear contrast alteration, colour inversion and blur highlighting.
Crysis Color Mood Shader (v0.1) - (ColorMood.fx)
- By shadeMe. Tints the screen to alter the mood of the game, as seen in Crysis.
Depth of Field Shader (v5) - (DepthOfField.fx)
- By WrinklyNinja. Progressively blurs objects with increasing distance from the focus point (default at screen centre), or with increasing distance from the player.
Godrays Shader (v3.4 - use v3 instead) - (timelygodraysv3.fx)
- By vtastek. Adds shafts of light emanating from the sun. The effect is only seen at certain times of the day.
Screen Space Ambient Occlusion (SSAO) Shader - (ssao_test.fx)
- By HawkleyFox. Uses stylised lighting to add depth and contrast to the scene. Has a large performance hit.
Screen Space Ambient Occlusion (SSAO) Performance Shader - (ssao_perf.fx)
- By HawkleyFox. A less accurate but much better performance version of the above shader.
Sharpening Shader - (obsharpen.fx)
- By vtastek. Sharpens the screen.

Version numbers are taken from the version numbers within each shader file, and may not be indicative of relative quality.


Installation/Usage

OGE has a pre-requesite of OBSE v0018 beta 6. Make sure you have that installed before you do anything else.

From the Nexus page, download the OBGEv2 package, the Support Plugin, and any updated shaders there. Also download any extra/updated shaders that are hosted elsewhere, using the above links.

To install everything, use the following procedure:

1. Decompress the downloaded packages using 7-zip or any compatible alternative.
2. Move the data directory in the OBGEv2 package to your Oblivion directory. Answer yes to any merge or overwrite prompts.
3. Move the contents of the Support Plugin package to your Oblivion/Data directory. Answer yes to any merge or overwrite prompts.
4. Copy any additional shaders' .fx files to your Oblivion/Data/Shaders directory, answering yes to any overwrite prompts.
5. Activate the Oblivion Graphics Extender Support.esp in the mod loader of your choice.

Using the Support plugin:

The support plugin allows you to toggle individual shaders on and off, and tweak their variables, in-game. To use it, activate the misc. item in your Inventory screen, and exit the inventory to see the configuration menu.

Clicking a shader with the control key held down will deactivate it, while clicking a shader with the shift key held down will activate it. Clicking on a shader will bring you to another menu from which you can select a variable to alter. Once you have selected a variable, you will be brought to an input box which shall specify the type of variable, give some information on usage of the variable, and allow you to enter in a new value for that variable.

The support plugin will currently allow you to toggle the following shaders:
CelShader+EdgeAA*
Depth of Field*
Color Effects*
Crysis Color Mood
Sharpening
Screen Space Ambient Occlusion (SSAO)
Screen Space Ambient Occlusion (SSAO) Performance
Godrays

* - These shaders also support variable alteration. The others do not yet support it.

*Note*
If a shader is not listed in the above list, it will be nescessary to load it via the shaderlist.txt. To do so, open the shaderlist.txt file in your Data/Shaders folder, and add to it the name of the shader file that is not included in the support plugin's menu. Make sure to spell it exactly, and include the .fx extension.
The shaders need a specific load order when they are entered into your shaderlist.txt, and it is as follows:

-SSAO
-Depth Of Field
-Godrays
-CelShader+EdgeAA
-Any other shaders available


DO NOT list non-OGE shaders (that is, any shaders that are not listed in the above 'Shaders' section) in your shaderlist.txt. Doing so may break the mod using that shader's effects.



How To Report Bugs Helpfully

Read the OP, especially the FAQs. If your problem is not answered there, do the following:

Supply the following:
- Your Operating System.
- Your graphics card.
- Your OBGEv2.txt. This log is in your Oblivion directory.
- Your OBSE.txt. This log is in your Oblivion directory.
- Your shaderlist.txt.

The above documents should be posted exactly how they appear in the file, in codebox tags.

In addition, if what you are experiencing is a graphical bug of some kind, you should supply screenshots. It has been noted that Oblivion's screenshot function may not work with OBGEv2 installed, so in that case use FRAPS or some other 3rd party screenshot tool. You can convert the image from .bmp to .jpg in Wrye Bash. Upload the screenshot and post a link to it, so we can see what your problem actually looks like.

If your bug is with a shader effect, and you have altered any variables within the shader, also post the lines on which you changed anything, exactly how they are in the shader, in codebox tags.

We can't really help all that well without the above information, as especially with graphical errors, it can hard to describe them in writing in a way that we will be able to understand what's going on.


F.A.Q.

Q: Is this a RELz? Should I download this?
A: The project has recently experienced its first Beta (and hopefully stable) release. It will always be a work in progress and could contain bugs
from time to time. If the thought of this scares you then this probably isn't the mod for you.

Most shaders are supplied with no documentation of any sort besides what is on this thread. Hence there is an element of DIY involved in using the products of this project, especially when it comes to tweaking the settings of the shaders. Within each shader effects file there may or may not be a section at the beginning of the file detailing any variables that you can change, and what they do. You are advised to check there before posting if you wish to tweak any shaders.

Q: Does this require OBSE? If so, any specific version?
A: Yes, it does require OBSE. The support plugin in particular requires at least OBSE v0018 beta 6, though you are advised to use the latest version available. You can get OBSE http://obse.silverlock.org/.

Q: Does OGE require any specific hardware to run?
A: The shaders are compatible with both ATI and NVIDIA graphics cards, although the Godrays, Depth Of Field and Color Effects shaders require a Shader Model 3 compliant graphics card to run. Any NVIDIA graphics card that is GeForce 6 Series (released 2004) or newer supports Shader Model 3.0. Any ATI graphics card that is Radeon X1000 Series (released 2005) or newer supports Shader Model 3.0.

Q: How do I get involved with this project?
A: There are a few ways that you can get involved:

If you can write shader code, then you can get stuck in making your own effects right away. The shaders can be written in either HLSL or ASM.

If you can write in C/C++, then perhaps you would be able to help Scanti in his work on the OBSE plugin. There is a github respositary so you can fairly easily create a fork and add your own changes. It would also be beneficial if you know anything about low-level DirectX and the OBSE plugin system. The respositary also allows you to create your own wiki pages for the project, which anyone who can is more than welcome to do.

If you can't do either of these things, you can still contribute support, articles and papers on graphical effects that could be implemented in Oblivion, and whatever else you can bring to the project. Especially cake or ice cream. :cake: :icecream:

Q: I found a bug...
A: Good for you. If you find a bug, please reported as detailed in the 'How To Report Bugs Helpfully' section above. We can help you more when you explain the problem better.

Q: I cannot see an effect I have installed, and my OBGEv2 log has the line "Failed to load" after the line "Loading shader ()". How do I fix this?
A: This results from OBGEv2's inability to compile the shader effects you are trying to load. Make sure that you spell the names of the shaders in your shaderlist.txt EXACTLY as they should be, with the .fx extension, and you have the DirectX update linked to above installed. In the case of some effects, you must also have a graphics card that is Shader Model 3 compliant.

Q: ScreenEffects/Realistic Health/OVEP Motion Blur/OVEP Forward Motion Blur is not working with OBGEv2. How do I fix this?
A: To fix this, open up the mod's shader file, and replace all instances of 'half' in it with 'float', then save the file. The shader will now work.

Q: The ordering of the objects on the screen is messed up! Why is this happening?
Q: Once I got the effects to work, my AA disappeared? WHY?!?

A: The method used to expose the information used to read the depth buffer is incompatible with Anti-Aliasing. This is
reported to be the case on both ATI and NVIDIA graphics cards. The only solution is to edit the obge.ini file in your
My Documents\My Games\Oblivion folder and change this line:

[DepthBuffer]
bUseDepthBuffer=1

to:

[DepthBuffer]
bUseDepthBuffer=0

This will however stop any effect that uses the depth buffer to stop working properly. This currently includes the SSAO (both versions), Depth of Field, Godrays and CelShader+EdgeAA shaders.

Q: A shader is listed saying it has multiple effects. What does that mean?
A: If a shader has multiple effects, it means that it rolls many effects into one file, and gives you the ability to choose which of these effects, or combinations of these effects, are applied to your game. This has the advantage that you can cut down on the number of shader files you have to keep track of. You will generally be able to make these selections by changing variables in the shader.

Q: How do I change/tweak shader settings/variables?

A: Open up the shader .fx file in a text editor such as Notepad. The variables are found at the beginning of the file, and may be labelled as tweakable and/or commented with information regarding them.

Alternatively, you can alter most shaders' variables in-game using the Support Plugin, though these changes are not recorded in the shader file.

Q: My Godrays is just a searchlight in clear weather.
A: Godrays are best displayed in cloudy weather types, from 6 to 8 in the mornings and evenings. However, if you get the searchlight effect, you have to edit the shader's FOV setting to match your ingame FOV. Example would be if your playing Oblivion on a 95 FOV, you have to edit your Godrays to a 95 FOV. To edit the shader, change the value of "#define fov", near the beginning of the file, to the value of your FOV.

Q: Why do objects in the distant have weird black stuff on them when fog weather is active?
Q: Using the SSAO shader does weird things to stuff underwater. What gives?
A: This is an unintended side effect of the SSAO effect. It occurs because the SSAO shader applies its effect regardless of the presence of fog, which would otherwise hide it. This can only be fixed when information about fog distances becomes available to the shader, until which time the bug is remain.

Q: SSAO demolishes my FPS; any ideas?
A: First, try the SSAO Performance shader, which has a slightly lower quality effect, but a great reduction in performance hit over the full SSAO shader. The easiest way to improve your frame rate while using the full SSAO shader is to reduce the sample size, and correspondingly increase the sample area. BDBB recommended values of:
ssao_sample_size = 1
ssao_sampling_area = 9.2

Q: Can the SSAO shader be optimised any more?
A: It is not possible to optimise the shader any further without access to information about the surface normals from the graphics renderer. As it is, the shader has to work these out from scratch, and this is what reduces performance the most.

Q: How do I get the EdgeAA effect?
A: The EdgeAA effect is part of the Edge Detection shader, to enable the effect change the following variables as shown:
flgEdgeMask = 0;
flgEdgeAA = 1;

Q: Where is the src folder with the source code?
A: Scanti has set up a GitHub repositary. That means you will always have access to the latest version of his code and people can contribute their own code to the project. The site is linked to above in the 'Downloads' section.
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Fri Apr 23, 2010 10:26 am

Bug in support plugin:

Someone posted at Nexus saying that the CelShader they disabled was being reloaded whenever he loaded a save game with it disabled. I can replicate this, here's my log:

Ingnoring message.RESZ format supported.Depth buffer texture (INTZ) (1366,768) 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 = 1366, Height = 768Setting screen surface.Setting depth texture.Loading the shaders.Added to list OK.Loading the shaders.Save file links 0 textures.Shader Index = 7Shader num = 0Filename = CelShader+EdgeAA.fxEnabled = 0RefID = 1000800Is in use = 1Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Float rcpres = 0.000732(2)Float edgeStrength = 15.000000(1)Float edgeAABlurAmt = 0.040000(1)Float blurCoordWG = -2.000000(8)Float blurMagnitudeWG = 1.000000(8)Float blurCoord = 1.000000(12)Float blurMagnitude = 1.000000(12)Inserting the shader into the list.Shader num = 1Filename = ColorEffects.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Float Saturation = 1.000000(1)Float Brightness = 1.000000(1)Float Contrast = 1.000000(1)Float FGIntensity = 0.000000(1)Float NLCLumAdjust = 0.500000(1)Float NLCLumScale = 15.000000(1)Float NLCScale = 1.000000(1)Float BHMagnitude = 10.000000(1)Float BHBrightness = 4.000000(1)Float f4Time = 26705.992188(1)Float greyscale = 0.299000(1)Float rcpres = 0.000732(1)Float PixelCoordsDownFilter = 1.500000(16)Inserting the shader into the list.Shader num = 2Filename = ColorMood.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Float fRatio = 0.800000(1)Float moodR = 0.400000(1)Float moodG = 0.270000(1)Float moodB = 0.330000(1)Inserting the shader into the list.Shader num = 3Filename = DepthOfField.fxEnabled = 0RefID = 1000800Is in use = 1Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Float DoFAmount = 0.050000(1)Float FullFocusRange = 0.100000(1)Float NoFocusRange = 0.600000(1)Int DepthPower = 0(1)Float FocusPoint = 0.500000(1)Float rcpres = 0.000732(1)Float f4Time = 25866.527344(1)Float m44proj = 0.976942(1)Inserting the shader into the list.Shader num = 4Filename = obsharpen.fxEnabled = 0RefID = 1000800Is in use = 1Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Float sharpval = 8.000000(1)Inserting the shader into the list.Shader num = 5Filename = ssao_test.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\ssao_test.fx)Found filename : ssao\RandomNoiseB.ddsLoading texture (data\textures\ssao\RandomNoiseB.dds)Setting effects screen texture.Float rcpres = 0.000732(1)Float m44proj = 0.976942(1)Inserting the shader into the list.Shader num = 6Filename = timelygodraysv3.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Float FadeAmount = 0.100000(1)Float morningshaft = 0.220000(1)Float eveningshaft = 0.220000(1)Float m44view = -0.256315(1)Float f3EyeForward = 0.964968(1)Float f4SunDir = 0.955232(1)Float rcpres = 0.000732(1)Float f4Time = 26705.992188(1)Float t = 0.767327(1)Float Density = 0.900000(1)Float Decay = 0.990000(1)Float Weight = 0.440000(1)Float gScaleFactor = 1.500000(1)Float gWeights3x3 = 0.062500(9)Inserting the shader into the list.Shader (CelShader+EdgeAA.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (ColorEffects.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (ColorMood.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (DepthOfField.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (obsharpen.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (ssao_test.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (timelygodraysv3.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Received load game message.Loading a game.Loading the shaders.Save file links 0 textures.Shader Index = 7Shader num = 0Filename = CelShader+EdgeAA.fxEnabled = 0RefID = 1000800Is in use = 1Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Float rcpres = 0.000732(2)Float edgeStrength = 15.000000(1)Float edgeAABlurAmt = 0.040000(1)Float blurCoordWG = -2.000000(8)Float blurMagnitudeWG = 1.000000(8)Float blurCoord = 1.000000(12)Float blurMagnitude = 1.000000(12)Inserting the shader into the list.Shader num = 1Filename = ColorEffects.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Float Saturation = 1.000000(1)Float Brightness = 1.000000(1)Float Contrast = 1.000000(1)Float FGIntensity = 0.000000(1)Float NLCLumAdjust = 0.500000(1)Float NLCLumScale = 15.000000(1)Float NLCScale = 1.000000(1)Float BHMagnitude = 10.000000(1)Float BHBrightness = 4.000000(1)Float f4Time = 26705.992188(1)Float greyscale = 0.299000(1)Float rcpres = 0.000732(1)Float PixelCoordsDownFilter = 1.500000(16)Inserting the shader into the list.Shader num = 2Filename = ColorMood.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Float fRatio = 0.800000(1)Float moodR = 0.400000(1)Float moodG = 0.270000(1)Float moodB = 0.330000(1)Inserting the shader into the list.Shader num = 3Filename = DepthOfField.fxEnabled = 0RefID = 1000800Is in use = 1Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Float DoFAmount = 0.050000(1)Float FullFocusRange = 0.100000(1)Float NoFocusRange = 0.600000(1)Int DepthPower = 0(1)Float FocusPoint = 0.500000(1)Float rcpres = 0.000732(1)Float f4Time = 25866.527344(1)Float m44proj = 0.976942(1)Inserting the shader into the list.Shader num = 4Filename = obsharpen.fxEnabled = 0RefID = 1000800Is in use = 1Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Float sharpval = 8.000000(1)Inserting the shader into the list.Shader num = 5Filename = ssao_test.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\ssao_test.fx)Found filename : ssao\RandomNoiseB.ddsLoading texture (data\textures\ssao\RandomNoiseB.dds)Linking to existing texture.Setting effects screen texture.Float rcpres = 0.000732(1)Float m44proj = 0.976942(1)Inserting the shader into the list.Shader num = 6Filename = timelygodraysv3.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Float FadeAmount = 0.100000(1)Float morningshaft = 0.220000(1)Float eveningshaft = 0.220000(1)Float m44view = -0.256315(1)Float f3EyeForward = 0.964968(1)Float f4SunDir = 0.955232(1)Float rcpres = 0.000732(1)Float f4Time = 26705.992188(1)Float t = 0.767327(1)Float Density = 0.900000(1)Float Decay = 0.990000(1)Float Weight = 0.440000(1)Float gScaleFactor = 1.500000(1)Float gWeights3x3 = 0.062500(9)Inserting the shader into the list.Shader (CelShader+EdgeAA.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (ColorEffects.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (ColorMood.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (DepthOfField.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (obsharpen.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (ssao_test.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (timelygodraysv3.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Ingnoring message.Received load game message.Loading a game.Loading the shaders.Save file links 0 textures.Shader Index = 7Shader num = 0Filename = CelShader+EdgeAA.fxEnabled = 0RefID = 1000800Is in use = 1Loading shader (data\shaders\CelShader+EdgeAA.fx)Setting effects screen texture.Float rcpres = 0.000732(2)Float edgeStrength = 15.000000(1)Float edgeAABlurAmt = 0.040000(1)Float blurCoordWG = -2.000000(8)Float blurMagnitudeWG = 1.000000(8)Float blurCoord = 1.000000(12)Float blurMagnitude = 1.000000(12)Inserting the shader into the list.Shader num = 1Filename = ColorEffects.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\ColorEffects.fx)Setting effects screen texture.Float Saturation = 1.000000(1)Float Brightness = 1.000000(1)Float Contrast = 1.000000(1)Float FGIntensity = 0.000000(1)Float NLCLumAdjust = 0.500000(1)Float NLCLumScale = 15.000000(1)Float NLCScale = 1.000000(1)Float BHMagnitude = 10.000000(1)Float BHBrightness = 4.000000(1)Float f4Time = 26705.992188(1)Float greyscale = 0.299000(1)Float rcpres = 0.000732(1)Float PixelCoordsDownFilter = 1.500000(16)Inserting the shader into the list.Shader num = 2Filename = ColorMood.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\ColorMood.fx)Setting effects screen texture.Float fRatio = 0.800000(1)Float moodR = 0.400000(1)Float moodG = 0.270000(1)Float moodB = 0.330000(1)Inserting the shader into the list.Shader num = 3Filename = DepthOfField.fxEnabled = 0RefID = 1000800Is in use = 1Loading shader (data\shaders\DepthOfField.fx)Setting effects screen texture.Float DoFAmount = 0.050000(1)Float FullFocusRange = 0.100000(1)Float NoFocusRange = 0.600000(1)Int DepthPower = 0(1)Float FocusPoint = 0.500000(1)Float rcpres = 0.000732(1)Float f4Time = 25866.527344(1)Float m44proj = 0.976942(1)Inserting the shader into the list.Shader num = 4Filename = obsharpen.fxEnabled = 0RefID = 1000800Is in use = 1Loading shader (data\shaders\obsharpen.fx)Setting effects screen texture.Float sharpval = 8.000000(1)Inserting the shader into the list.Shader num = 5Filename = ssao_test.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\ssao_test.fx)Found filename : ssao\RandomNoiseB.ddsLoading texture (data\textures\ssao\RandomNoiseB.dds)Linking to existing texture.Setting effects screen texture.Float rcpres = 0.000732(1)Float m44proj = 0.976942(1)Inserting the shader into the list.Shader num = 6Filename = timelygodraysv3.fxEnabled = 1RefID = 1000800Is in use = 1Loading shader (data\shaders\timelygodraysv3.fx)Setting effects screen texture.Float FadeAmount = 0.100000(1)Float morningshaft = 0.220000(1)Float eveningshaft = 0.220000(1)Float m44view = -0.256315(1)Float f3EyeForward = 0.964968(1)Float f4SunDir = 0.955232(1)Float rcpres = 0.000732(1)Float f4Time = 26705.992188(1)Float t = 0.767327(1)Float Density = 0.900000(1)Float Decay = 0.990000(1)Float Weight = 0.440000(1)Float gScaleFactor = 1.500000(1)Float gWeights3x3 = 0.062500(9)Inserting the shader into the list.Shader (CelShader+EdgeAA.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (ColorEffects.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (ColorMood.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (DepthOfField.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (obsharpen.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (ssao_test.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.Shader (timelygodraysv3.fx) - Script refID = 1000800Loading shader that already exists. Returning index of existing shader.


The original loaded savegame is one with CelShader ctrl-disabled. The game loads as it should, but then after a second or so the CelShader is applied. It looks like loaded shaders are being remembered, but then the unloaded ones are being applied anyway. Serialisation is enabled. I think this is due to the support plugin, as that delay suggests it is something within Oblivion's scripting. Any chance of getting this fixed?
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Fri Apr 23, 2010 5:36 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
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Fri Apr 23, 2010 8:08 pm

When you're done completing the op, copy and paste it into a text file and save it. It'll make it easier next time. :)
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Fri Apr 23, 2010 7:39 pm

How well do you think a 9600GT would handle the Performance SSAO? I would test but I'm cleaning up my comp and making space on a 100GB hard drive so I have Oblivion uninstalled.

Ravin
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Fri Apr 23, 2010 9:23 am

Oblivion Graphics Extender

This thread is a catch-all discussion for anything related to the Oblivion Graphics Extender (OBGE).

big snip

Q: Where is the src folder with the source code?
A: Scanti has set up a GitHub repositary. That means you will always have access to the latest version of his code and people can contribute their own code to the project. The site is linked to above in the 'Downloads' section.

I can copy paste, even quoted. :P There are some ways but the easiest one would be this: Just click quote button in that thread and add reply in other(can be random) thread, it will show up like this.
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Fri Apr 23, 2010 7:33 am

No info on shadeMe's plugin in OP yet, as I haven't got around to testing it out, or even read the readme, I'm a bit busy. I'll get it done later.

I suspect that quite a lot of the info on how to install/use the shaders is no longer applicable if you use shadeMe's plugin, so I'll revise everything when I've had a look at it and have the time. Until then, use whatever instructions have been supplied with that over OP info if there is a conflict in instructions.
You can safely get rid of the following sections/info: Installation (just activating the support plugin should do), Shader load order. I'm going to have to update the plugin (already!) to implement the LO. In any case, the shaders themselves need to be edited first to use the plugin. I suggest that we upload each shader separately to the Nexus page. I've also uploaded the latest build of CelShader+EdgeAA.fx - It now supports the above plugin and has working willowGame data ( after all that head banging ).

EDIT: Support plugin updated. Changes include a few bug fixes and LO implementation. Serialization must be enabled for it to work. Also, it is recommended that the shader list is disabled.
User avatar
Fiori Pra
 
Posts: 3446
Joined: Thu Mar 15, 2007 12:30 pm

Post » Fri Apr 23, 2010 7:22 am

hey i can't get godrays? can you tell me how to get them? all i get is sunglare and yes i have the shaderlist order right..if you could tell me how to config the fx file or whatever you do i'd appreciate it since i am an hardcoe guy for the oblivion mods thing..pls reply to this ASAP :)
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Fri Apr 23, 2010 10:24 am

@daemonnnn

How To Report Bugs Helpfully

Read the OP, especially the FAQs. If your problem is not answered there, do the following:

Supply the following:
- Your Operating System.
- Your graphics card.
- Your OBGEv2.txt. This log is in your Oblivion directory.
- Your OBSE.txt. This log is in your Oblivion directory.
- Your shaderlist.txt.

The above documents should be posted exactly how they appear in the file, in codebox tags.

In addition, if what you are experiencing is a graphical bug of some kind, you should supply screenshots. It has been noted that Oblivion's screenshot function may not work with OBGEv2 installed, so in that case use FRAPS or some other 3rd party screenshot tool. You can convert the image from .bmp to .jpg in Wrye Bash. Upload the screenshot and post a link to it, so we can see what your problem actually looks like.

If your bug is with a shader effect, and you have altered any variables within the shader, also post the lines on which you changed anything, exactly how they are in the shader, in codebox tags.

We can't really help all that well without the above information, as especially with graphical errors, it can hard to describe them in writing in a way that we will be able to understand what's going on.

User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Fri Apr 23, 2010 9:54 am

I've uploaded Support-Plugin-Compatible versions of my Depth Of Field and Color Effects shaders to Nexus. Still really busy, may be able to update OP in a couple of days at this rate. :(
User avatar
mishionary
 
Posts: 3414
Joined: Tue Feb 20, 2007 6:19 am

Post » Fri Apr 23, 2010 7:24 am

No stress, just take your time wrinklyninja, you`re doing a great job :goodjob:
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Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Fri Apr 23, 2010 12:50 pm

What support plugin?
User avatar
Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Fri Apr 23, 2010 11:03 am

The support plugin (available on tesnexus) lets you disable or enable the shaders ingame (ctrl+left click on shader = enable and left shift+left click = disable)

Might be the other way but works and is very nice for testing.
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Fri Apr 23, 2010 11:59 am

Where do I download the texture that removes sun glare when I use god rays?
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Fri Apr 23, 2010 5:10 pm

The support plugin (available on tesnexus) lets you disable or enable the shaders ingame (ctrl+left click on shader = enable and left shift+left click = disable)

Might be the other way but works and is very nice for testing.


Ah. Good stuff.
User avatar
Flash
 
Posts: 3541
Joined: Fri Oct 13, 2006 3:24 pm

Post » Fri Apr 23, 2010 7:51 pm

Where do I download the texture that removes sun glare when I use god rays?


It is included in the OBGEv2 repack download.
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Fri Apr 23, 2010 4:55 am

@ shadeMe: Just had a quick go using your plugin. Here's some things I thought/noticed:

1. I found that you can change the variables for non-updated shaders fine (eg. sharpen). I thought you said the variables had to be external? It looks like the shaders don't actually need updating.
2. Would it be possible to add enable/disable toggles to each shader as a whole, as well as variable editing?
3. Would it be possible to activate the menu from the hotkeyed item (right now it tells you to do it in your inventory), or would that be tricky/break something?

EDIT: Oh, and:

4. Are the variable changes so if you save and reload, the changes are still applied, or not? I didn't have time to check myself.
----------

I've made some changes to the OP to reflect the existance of the Support Plugin. I'm keeping the info pertaining to the OBGEv2 package installation, as the Support Plugin isn't yet a full solution, as you can't pick which shaders you want loaded like you can with the shaderlist.txt, which I personally still find useful, and I'm sure others do too.

I'm thinking that the next release of OBGEv2 should see split download options: one package contains the OBGEv2 plugin, support plugin,shaderlist.txt and docs, and then the shaders are all available as separate downloads. That would make it easier to manage IMHO. Also, I'm requesting that the docs be moved from their current directory to the /data/docs/ directory for easier installation with BAIN and whatnot.
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Fri Apr 23, 2010 3:36 pm

@ shadeMe: Just had a quick go using your plugin. Here's some things I thought/noticed:

1. I found that you can change the variables for non-updated shaders fine (eg. sharpen). I thought you said the variables had to be external? It looks like the shaders don't actually need updating.
2. Would it be possible to add enable/disable toggles to each shader as a whole, as well as variable editing?
3. Would it be possible to activate the menu from the hotkeyed item (right now it tells you to do it in your inventory), or would that be tricky/break something?

EDIT: Oh, and:

4. Are the variable changes so if you save and reload, the changes are still applied, or not? I didn't have time to check myself.

. It might look that way, but without external linkage the constants will be overwritten after each compile. This will cause the variables to be reset on restarting the game (but I guess that can be worked around by applying the stored values on gameLoad). Besides, statically linked variables can't be modified during runtime; all other storage classes seem to work.
. As in add a enable/disable menu for appropriate variables ? Yes, but the current implementation seems to work fine to me. Any reasons as to why you might want it changed (if that is in fact what you're implying) ?
. That's the default behaviour of the Cobl token - I believe it's made that way to prevent it from breaking its mechanics. I'll look into it in any case.
. As long as serialization is enabled in OBGE's INI.

I've made some changes to the OP to reflect the existance of the Support Plugin. I'm keeping the info pertaining to the OBGEv2 package installation, as the Support Plugin isn't yet a full solution, as you can't pick which shaders you want loaded like you can with the shaderlist.txt, which I personally still find useful, and I'm sure others do too.

I'm thinking that the next release of OBGEv2 should see split download options: one package contains the OBGEv2 plugin, support plugin,shaderlist.txt and docs, and then the shaders are all available as separate downloads. That would make it easier to manage IMHO. Also, I'm requesting that the docs be moved from their current directory to the /data/docs/ directory for easier installation with BAIN and whatnot.
Well, technically, you can pick what you want with the support plugin. Just dump all the shaders in the correct directory and let it load them all. You can then toggle them on and off as much as you like - Toggle status is saved to the co-save.
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Fri Apr 23, 2010 8:10 pm

@daemonnnn

OP system-Vista
graph card-Nvidia Gforce 9600 GT

My OBgev2 text
Ingnoring message.Readable depth buffer disabled in INI file.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.Loading shader (data\shaders\ScreenEffects.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.Loading shader (data\shaders\ScreenEffects.fx)Setting effects screen texture.No texture data found in save file.No shader data in save file.Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received load game message.Loading a game.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.Loading shader (data\shaders\ScreenEffects.fx)Setting effects screen texture.No texture data found in save file.No shader data in save file.Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0Received save game message.Ingnoring message.Saving a game.Calling TextureManager::SaveGameShaderManager::SaveGameShader index = 0


my obse text
OBSE: initialize (version = 18.3 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\\obge.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\\obge.dll (00000001 obge 00000001) loaded correctlychecking 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 has data in save file but no handler**Dumping Array #5 **Owner 76: Map Marker Overhaul.espRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseDoLoadGameHook: 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 has data in save file but no handler**Dumping Array #5 **Owner 76: Map Marker Overhaul.espRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseDeleteGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.essdeleting C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\Save 2 - Gunder - Ondo, Level 43, Playing Time 97.48.25.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\Save 2 - Gunder - Ondo, Level 43, Playing Time 97.48.25.obseDeleteGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\Save 2 - Gunder - Ondo, Level 43, Playing Time 97.48.25.essdeleting C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\Save 2 - Gunder - Ondo, Level 43, Playing Time 97.48.25.obseDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\Save 3 - Gunder - Ondo Canohaelia, Level 43, Playing Time 98.03.32.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\Save 3 - Gunder - Ondo Canohaelia, Level 43, Playing Time 98.03.32.obseDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obseRenameGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.ess -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.bakrenaming C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse -> C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse.bakDoSaveGameHook: C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.esssaving to C:\Users\Lordes de Oliveira\Documents\My Games\Oblivion\Saves\autosave.obse


my shaderlist txt
ssao_perf.fxDepthOfField.fxtimelygodraysv3.fxCelShader+EdgeAA.fxobsharpen.fxColorEffects.fxColorMood.fxScreenEffects.fx


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
User avatar
Everardo Montano
 
Posts: 3373
Joined: Mon Dec 03, 2007 4:23 am

Post » Fri Apr 23, 2010 11:47 am

CODEBOX tags please, not CODE. There's a difference, CODEBOX puts the stuff in a scrollable frame, but code makes the whole page really long.

. It might look that way, but without external linkage the constants will be overwritten after each compile. This will cause the variables to be reset on restarting the game (but I guess that can be worked around by applying the stored values on gameLoad). Besides, statically linked variables can't be modified during runtime; all other storage classes seem to work.
. As in add a enable/disable menu for appropriate variables ? Yes, but the current implementation seems to work fine to me. Any reasons as to why you might want it changed (if that is in fact what you're implying) ?
. That's the default behaviour of the Cobl token - I believe it's made that way to prevent it from breaking its mechanics. I'll look into it in any case.
. As long as serialization is enabled in OBGE's INI.


Right, OK about everything. I was really stupid regarding the toggling - I didn't realise that shift-click (or was it control-click) would toggle them. :facepalm:

Well, technically, you can pick what you want with the support plugin. Just dump all the shaders in the correct directory and let it load them all. You can then toggle them on and off as much as you like - Toggle status is saved to the co-save.


I'll update the info later today, see above reply.
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Fri Apr 23, 2010 8:42 am

CODEBOX tags please, not CODE. There's a difference, CODEBOX puts the stuff in a scrollable frame, but code makes the whole page really long.


sprry my bad..can you help now then? i really svck at this forums things..do so on the OO site and on the MO site rofl
User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Fri Apr 23, 2010 8:49 pm

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?
User avatar
Stryke Force
 
Posts: 3393
Joined: Fri Oct 05, 2007 6:20 am

Post » Fri Apr 23, 2010 4:23 pm

For those of us in the crowd NOT likely to get hired by Best Buy's Geek Squad anytime soon:

Can you please tell us *WHICH* shaders, at a minimum, *MUST* be put in the .ini file and in what order?

Or perhaps release an .ini file that already has them listed?

This business of 'put in whatever shaders you want to use' is just a big HUH? to me...theres a bunch of shader files in that directory, I have no idea what in blazes any of them are for or what effect listing them would have on my game, if any.
User avatar
Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Fri Apr 23, 2010 5:15 am

For those of us in the crowd NOT likely to get hired by Best Buy's Geek Squad anytime soon:

Can you please tell us *WHICH* shaders, at a minimum, *MUST* be put in the .ini file and in what order?

Or perhaps release an .ini file that already has them listed?

This business of 'put in whatever shaders you want to use' is just a big HUH? to me...theres a bunch of shader files in that directory, I have no idea what in blazes any of them are for or what effect listing them would have on my game, if any.

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)
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Fri Apr 23, 2010 5:42 am

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
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

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