Oblivion Graphics Extender, Thread 15

Post » Tue Oct 12, 2010 3:47 pm

Sorry for ignoring everyone having problems getting DoF to work. I'm a bit busy, so haven't had much time to look at it, but once Nexus gets back up I'll start looking at OGE stuff again.
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louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Tue Oct 12, 2010 7:14 pm

Thank you very much for looking into this. :foodndrink:

Everything seems to be getting better and better!

http://farm1.static.flickr.com/23/34754258_5006d2a967.jpg!
User avatar
Arnold Wet
 
Posts: 3353
Joined: Fri Jul 07, 2006 10:32 am

Post » Tue Oct 12, 2010 2:36 pm

@ Anyone having problems with DoF:

Replace the contents of your DepthOfField.fx with this:

Spoiler
/* Depth Of Field Effect by WrinklyNinja. Release Version 6.To Do:- Time based blur changes.- get example values for focus points in different senarios.*///TWEAKABLE VARIABLES.extern bool DoDistanceBlur = false; //If true, reduces DoF to a distance blurring effect, ie. things far away are blurred more than things close up.extern bool DoWeaponBlur = true; //If false, anything really close to you, like your weapon, will not be blurred no matter where your focus is.extern float DoFAmount = 7;//The maximum level of blur. A higher value will give you more blur.extern float FullFocusRange = 0.1; //If a point's depth is within +/- this value of the depth of the focus point, then it is not blurred.extern float NoFocusRange = 0.4; //If a point's depth is outwith +/- this value of the depth of the focus point, then it has the maximum level of blur applied to it.extern float DepthPower = 0.05; /*Controls the linearity of depth. Higher values will stretch it out more, so you can get the range spread further into the distance that you see in game.Suggested Values:Normal DoF: 19Distance Blur: 5001 HawkleyFox method: 0.05*/extern float2 FocusPoint = float2(0.5,0.5);/*The point on the screen which the shader uses as the focus during normal operation. Example values:General 1st person: (0.5,0.5)Blocking 1st person: (0.5,0.3) *///END OF TWEAKABLE VARIABLES.float2 rcpres;float4 f4Time;texture Depth;texture thisframe;float4x4 m44proj;static const float nearZ = m44proj._43 / m44proj._33;static const float farZ = (m44proj._33 * nearZ) / (m44proj._33 - 1.0f);sampler FrameSampler = sampler_state{	texture = ;	AddressU = CLAMP;	AddressV = CLAMP;	MINFILTER = POINT;	MAGFILTER = POINT;};sampler DepthSampler = sampler_state{	texture = ;	AddressU = CLAMP;	AddressV = CLAMP;	MINFILTER = POINT;	MAGFILTER = POINT;};float GetPointDepth (float2 UVCoord){	float depth = pow(abs(tex2D(DepthSampler,UVCoord).x),DepthPower);	//The HawkleyFox depth linearisation method:	depth = (2.0f * nearZ) / (nearZ + farZ - depth * (farZ - nearZ));	return depth;}float ComputePointBlurMagnitude (float focusdepth, float pointdepth){	float difference = abs(pointdepth - focusdepth);	float blurmag;	if (difference <= FullFocusRange)		blurmag = 0;	else if (difference >= NoFocusRange)		blurmag = 1;	else		blurmag = difference / (NoFocusRange - FullFocusRange);	if (pointdepth < 0.05 && DoWeaponBlur == false)		blurmag = 0;	return blurmag * DoFAmount;}float4 ComputeBlurVector (float FocusDepth, float sample, float4 SurroundingPoints){	//Rule for blurring is: Points may only blur onto points which are behind them.	float4 blurdirection = float4(0,0,0,0); //Unit blur vector. Directions in order are: (x+,X-,y+,y-).	if (sample < FocusDepth) //Point is in foreground.		blurdirection = float4(1,1,1,1); //Point can blur in any direction.	else if (sample > FocusDepth) //Point is in background.	{		if (sample <= SurroundingPoints.x) //Point is front of point one to the right.			blurdirection.x = 1;		if (sample <= SurroundingPoints.y) //Point is front of point one to the left.			blurdirection.y = 1;		if (sample <= SurroundingPoints.z) //Point is front of point one up.			blurdirection.z = 1;		if (sample <= SurroundingPoints.w) //Point is front of point one down.			blurdirection.w = 1;	}	//In all other cases, do not blur.		float blurmagnitude = ComputePointBlurMagnitude(FocusDepth,sample);	return blurdirection * blurmagnitude;}//Does a 2D Gaussian blur, in the specified directions by the specified amount.float4 DoGaussianBlur(float2 UVCoord, float4 blurvector){	static const float BlurWeights[13] = 	{		0.057424882f,		0.058107773f,		0.061460144f,		0.071020611f,		0.088092873f,		0.106530916f,		0.114725602f,		0.106530916f,		0.088092873f,		0.071020611f,		0.061460144f,		0.058107773f,		0.057424882f	};	static const float2 BlurOffsets[13] = 	{		float2(-6.0f * rcpres[0], -6.0f * rcpres[1]),		float2(-5.0f * rcpres[0], -5.0f * rcpres[1]),		float2(-4.0f * rcpres[0], -4.0f * rcpres[1]),		float2(-3.0f * rcpres[0], -3.0f * rcpres[1]),		float2(-2.0f * rcpres[0], -2.0f * rcpres[1]),		float2(-1.0f * rcpres[0], -1.0f * rcpres[1]),		float2( 0.0f * rcpres[0],  0.0f * rcpres[1]),		float2( 1.0f * rcpres[0],  1.0f * rcpres[1]),		float2( 2.0f * rcpres[0],  2.0f * rcpres[1]),		float2( 3.0f * rcpres[0],  3.0f * rcpres[1]),		float2( 4.0f * rcpres[0],  4.0f * rcpres[1]),		float2( 5.0f * rcpres[0],  5.0f * rcpres[1]),		float2( 6.0f * rcpres[0],  6.0f * rcpres[1])	};	float4 Color = 0;    for (int i = 0; i < 13; i++)    {   		//Y axis blur.		if (i < 6) //Negative y blur.			Color += tex2D(FrameSampler, UVCoord + (BlurOffsets[i] * float2(0,1) * blurvector.w) * BlurWeights[i]);		else if (i ==6)			Color += tex2D(FrameSampler, UVCoord);		else //Positive y blur.			Color += tex2D(FrameSampler, UVCoord + (BlurOffsets[i] * float2(0,1) * blurvector.z) * BlurWeights[i]);				//X axis blur.		if (i < 6) //Negative x blur.			Color += tex2D(FrameSampler, UVCoord + (BlurOffsets[i] * float2(1,0) * blurvector.y) * BlurWeights[i]);		else if (i == 6)			Color += tex2D(FrameSampler, UVCoord);		else //Positive x blur.			Color += tex2D(FrameSampler, UVCoord + (BlurOffsets[i] * float2(1,0) * blurvector.x) * BlurWeights[i]);    }    return Color / 26;}//Main DoF effect function.float4 DoFEffect(float2 UVCoord : TEXCOORD0) : COLOR0{	//Get depths for sampled point, focus point and the points surrounding the sampled point.	float sample = GetPointDepth(UVCoord); //Get depth of sampled point.	float FocusDepth;	if (DoDistanceBlur == false)		FocusDepth = GetPointDepth(FocusPoint); //Focus is at specified point.	else		FocusDepth = 0.0f;	//Focus is at camera, so depth is 0.		float4 SurroundingPoints = float4(1,1,1,1);	SurroundingPoints.x = GetPointDepth(UVCoord + rcpres * float2(-1,0)); //Right one pixel	SurroundingPoints.y = GetPointDepth(UVCoord + rcpres * float2(1,0)); //Left one pixel	SurroundingPoints.z = GetPointDepth(UVCoord + rcpres * float2(0,-1)); //Up one pixel	SurroundingPoints.w = GetPointDepth(UVCoord + rcpres * float2(0,1)); //Down one pixel	//Calculate blur vector (directions + magnitude) and apply blur.	float4 BlurVector = ComputeBlurVector(FocusDepth, sample, SurroundingPoints);    return DoGaussianBlur(UVCoord, BlurVector);}technique t0 {	pass p0 {	PixelShader = compile ps_2_b DoFEffect();	}	}


and add DepthOfField.fx to your shaderlist.txt, enabling UseShaderList in the OBGE.ini if it is disabled, and deactivating the support plugin. That configuration works for me, so hopefully it will for you. If it does, we can move on from there.

EDIT: I've also uploaded an updated version of my CrysisDoF alternative Depth Of Field shader, which is worth trying out too - it uses a different way of computing the level of blur, and the blur used in Poisson instead of Gaussian, which may prove a better choice. I've added support for distance blurring as on my normal DoF shader, but I'm not adding an option to disable weapon blur. You may find that you need to lower the strength of the blur, as I set it high so you'd definitely know if it's working.

The download link is in the OP.

@ shadeMe: What bugs does the OBGEv2 update fix? (or attempt to)
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katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Tue Oct 12, 2010 1:50 pm

I've updated the OBGEv2.dll. With wrinklyninja's updated DepthOfField.fx everything works nicely out of the box now.

Haven't tested the new CrysisDOF yet. Maybe tomorrow I take some shots.

:foodndrink:
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saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Tue Oct 12, 2010 8:35 pm

@ shadeMe: What bugs does the OBGEv2 update fix? (or attempt to)
Just the CTD on save. I'll look into the water-transparency issue when I get the time.
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Emma Louise Adams
 
Posts: 3527
Joined: Wed Jun 28, 2006 4:15 pm

Post » Tue Oct 12, 2010 1:30 pm

@ Anyone having problems with DoF:

Replace the contents of your DepthOfField.fx with this:



still not working for me :(
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Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Tue Oct 12, 2010 12:53 pm

still not working for me :(


Post you OBGEv2.log and OBGEv2.ini. Also, try using my CrysisDoF shader to see if that works.
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Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Tue Oct 12, 2010 2:02 pm

DoF works fine for me, in the options menu. Haven't tried just chucking it in the shaderlist.txt file though (because, no need). CrysisDoF just ended up blurry all over for me, even with the "Distance Blur only" setting selected.

I've been mucking around with ENBColorEffect as well (together with Godrays - listed in shaderlist.txt - and ssao_test). I've uploaded some shots http://img340.imageshack.us/g/99931392.jpg/. First through third are the same shot, obviously, with #1 being ENBColorEffect + SSAO, #2 just SSAO, and #3 SSAO + saturation & contrast (via ColorEffect) to halfheartedly and quickly try and emulate the ENBColorEffect - kinda almost there. 4th and 5th are the exact same settings as the 1st. As is 6th (the last) - but that one is... rather dark! :)

The ENBColorEffect (without tweaking) is pretty extreme*, just like ENB tends to be by default. But I like it, even so. It's not perfect (yet...) but it still looks, to me, somewhat... "dreamlike"(?) Or, like one of those movies where it's done deliberately - overexposed, or saturated perhaps? I know nothing about making movies, as you can probably tell. But I swear I've seen something a bit similar, maybe in an old (but colour) horror flick some time.

What are some good settings for ENBColorEffect? Or is it just extreme by nature?


* Mind you, I just remembered that I'm also using Let There Be Darkness, as well as All Natural (w/ the lot). Might have something to do with it! :D
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Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Tue Oct 12, 2010 8:40 pm

Ambient Dungeons add color effects, like contrast and saturation, by default.

It is not as strong as other color effects and you can also tweak it with an INI. I didn't manage to get one setup that I liked yet though :shrug:
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Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Wed Oct 13, 2010 4:03 am

OBGEv2 is being reported as incompatible for some reason:

From obse.logplugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000003) reported as incompatible during query


My OBSE log:
Spoiler
OBSE: initialize (version = 18.6 010201A0)oblivion root = C:\Games\Oblivion\plugin directory = C:\Games\Oblivion\Data\OBSE\Plugins\checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dllplugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000003) reported as incompatible during querychecking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dllSetOpcodeBase 00002330RegisterCommand GetEsp (2330)RegisterCommand CreateArray (2331)RegisterCommand DestroyArray (2332)RegisterCommand ArraySize (2333)RegisterCommand ArrayCount (2334)RegisterCommand SetInArray (2335)RegisterCommand SetFloatInArray (2336)RegisterCommand GetInArray (2337)RegisterCommand GetTypeInArray (2338)RegisterCommand RemInArray (2339)RegisterCommand FindInArray (233A)RegisterCommand FindFloatInArray (233B)RegisterCommand SetRefInArray (233C)RegisterCommand FindRefInArray (233D)RegisterCommand CopyArray (233E)RegisterCommand ArrayEsp (233F)RegisterCommand ArrayProtect (2340)RegisterCommand FirstInArray (2341)RegisterCommand DestroyAllArrays (2342)RegisterCommand PackArray (2343)RegisterCommand CreateString (2344)RegisterCommand DestroyString (2345)RegisterCommand SetString (2346)RegisterCommand StringEsp (2347)RegisterCommand StringProtect (2348)RegisterCommand StringLen (2349)RegisterCommand DestroyAllStrings (234A)RegisterCommand StringSetName (234B)RegisterCommand StringGetName (234C)RegisterCommand StringMsg (234D)RegisterCommand StringCat (234E)RegisterCommand UserFileExists (234F)SetOpcodeBase 00002378RegisterCommand RenFile (2378)RegisterCommand DelFile (2379)RegisterCommand StringToTxtFile (237A)RegisterCommand CopyString (237B)RegisterCommand IntToString (237C)RegisterCommand FloatToString (237D)RegisterCommand RefToString (237E)RegisterCommand IniReadInt (237F)RegisterCommand IniReadFloat (2380)RegisterCommand IniReadRef (2381)RegisterCommand IniWriteInt (2382)RegisterCommand IniWriteFloat (2383)RegisterCommand IniWriteRef (2384)RegisterCommand IniKeyExists (2385)RegisterCommand IniDelKey (2386)RegisterCommand EspToString (2387)RegisterCommand IniReadString (2388)RegisterCommand IniWriteString (2389)RegisterCommand ModRefEsp (238A)RegisterCommand GetRefEsp (238B)RegisterCommand StringToRef (238C)RegisterCommand StringCmp (238D)RegisterCommand FileToString (238E)RegisterCommand StringPos (238F)RegisterCommand StringToInt (2390)RegisterCommand StringToFloat (2391)RegisterCommand ArrayCmp (2392)RegisterCommand StringMsgBox (2393)RegisterCommand StringIns (2394)RegisterCommand StringRep (2395)RegisterCommand IntToHex (2396)RegisterCommand LC (2397)SetOpcodeBase 000023B0RegisterCommand FromTSFC (23B0)RegisterCommand ToTSFC (23B1)RegisterCommand StrLC (23B2)RegisterCommand CreateEspBook (23B3)RegisterCommand FmtString (23B4)RegisterCommand FixName (23B5)RegisterCommand ResetName (23B6)RegisterCommand HasFixedName (23B7)RegisterCommand csc (23B8)RegisterCommand StringSetNameEx (23B9)RegisterCommand StringGetNameEx (23BA)RegisterCommand FixNameEx (23BB)RegisterCommand IniGetNthSection (23BC)RegisterCommand IniSectionsCount (23BD)RegisterCommand RunBatString (23BE)RegisterCommand Halt (23BF)RegisterCommand RefToLong (23C0)RegisterCommand LongToRef (23C1)RegisterCommand FindFirstFile (23C2)RegisterCommand FindNextFile (23C3)RegisterCommand GetFileSize (23C4)RegisterCommand NewHudS (23C5)RegisterCommand DelHudS (23C6)RegisterCommand ScreenInfo (23C7)RegisterCommand HudS_X (23C8)RegisterCommand HudS_SclX (23C9)RegisterCommand HudS_Show (23CA)RegisterCommand HudS_Opac (23CB)RegisterCommand HudS_Align (23CC)RegisterCommand AutoSclHudS (23CD)RegisterCommand HudS_Y (23CE)RegisterCommand HudSEsp (23CF)RegisterCommand HudSProtect (23D0)RegisterCommand HudsInfo (23D1)RegisterCommand DelAllHudSs (23D2)RegisterCommand HudS_L (23D3)RegisterCommand rcsc (23D4)RegisterCommand HudS_SclY (23D5)RegisterCommand NewHudT (23D6)RegisterCommand DelHudT (23D7)RegisterCommand HudT_X (23D8)RegisterCommand HudT_SclX (23D9)RegisterCommand HudT_Show (23DA)RegisterCommand HudT_Opac (23DB)RegisterCommand HudT_Align (23DC)RegisterCommand AutoSclHudT (23DD)RegisterCommand HudT_Y (23DE)RegisterCommand HudTEsp (23DF)RegisterCommand HudTProtect (23E0)RegisterCommand HudTInfo (23E1)RegisterCommand DelAllHudTs (23E2)RegisterCommand HudT_L (23E3)RegisterCommand HudT_SclY (23E4)RegisterCommand PauseBox (23E5)RegisterCommand KillMenu (23E6)RegisterCommand SetHudT (23E7)RegisterCommand HudT_Text (23E8)RegisterCommand HudS_Tex (23E9)RegisterCommand SanString (23EA)RegisterCommand IsHUDEnabled (23EB)RegisterCommand IsPluggyDataReset (23EC)SetOpcodeBase 000023FFRegisterCommand PlgySpcl (23FF)plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 0000007D) loaded correctlychecking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dllplugin C:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctlypatchedDoLoadGameHook: C:\Users\Admin\Documents\My Games\Oblivion\Saves\quicksave.essloading from C:\Users\Admin\Documents\My Games\Oblivion\Saves\quicksave.obseLoading stringsLoading array variablesOBSE: deinitialize


My system:
  • Vista x64
  • nVidia GeForce GT120, 1 GB vRAM


Because OBGE can't initialize, the shaderlist and OBGE's log file haven't been created. I'm 99% sure it's installed properly, so I'm clueless. Is this a known problem?
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Tue Oct 12, 2010 11:09 pm

OBGEv2 is being reported as incompatible for some reason:

From obse.logplugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000003) reported as incompatible during query


My OBSE log:
Spoiler
OBSE: initialize (version = 18.6 010201A0)oblivion root = C:\Games\Oblivion\plugin directory = C:\Games\Oblivion\Data\OBSE\Plugins\checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dllplugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000003) reported as incompatible during querychecking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dllSetOpcodeBase 00002330RegisterCommand GetEsp (2330)RegisterCommand CreateArray (2331)RegisterCommand DestroyArray (2332)RegisterCommand ArraySize (2333)RegisterCommand ArrayCount (2334)RegisterCommand SetInArray (2335)RegisterCommand SetFloatInArray (2336)RegisterCommand GetInArray (2337)RegisterCommand GetTypeInArray (2338)RegisterCommand RemInArray (2339)RegisterCommand FindInArray (233A)RegisterCommand FindFloatInArray (233B)RegisterCommand SetRefInArray (233C)RegisterCommand FindRefInArray (233D)RegisterCommand CopyArray (233E)RegisterCommand ArrayEsp (233F)RegisterCommand ArrayProtect (2340)RegisterCommand FirstInArray (2341)RegisterCommand DestroyAllArrays (2342)RegisterCommand PackArray (2343)RegisterCommand CreateString (2344)RegisterCommand DestroyString (2345)RegisterCommand SetString (2346)RegisterCommand StringEsp (2347)RegisterCommand StringProtect (2348)RegisterCommand StringLen (2349)RegisterCommand DestroyAllStrings (234A)RegisterCommand StringSetName (234B)RegisterCommand StringGetName (234C)RegisterCommand StringMsg (234D)RegisterCommand StringCat (234E)RegisterCommand UserFileExists (234F)SetOpcodeBase 00002378RegisterCommand RenFile (2378)RegisterCommand DelFile (2379)RegisterCommand StringToTxtFile (237A)RegisterCommand CopyString (237B)RegisterCommand IntToString (237C)RegisterCommand FloatToString (237D)RegisterCommand RefToString (237E)RegisterCommand IniReadInt (237F)RegisterCommand IniReadFloat (2380)RegisterCommand IniReadRef (2381)RegisterCommand IniWriteInt (2382)RegisterCommand IniWriteFloat (2383)RegisterCommand IniWriteRef (2384)RegisterCommand IniKeyExists (2385)RegisterCommand IniDelKey (2386)RegisterCommand EspToString (2387)RegisterCommand IniReadString (2388)RegisterCommand IniWriteString (2389)RegisterCommand ModRefEsp (238A)RegisterCommand GetRefEsp (238B)RegisterCommand StringToRef (238C)RegisterCommand StringCmp (238D)RegisterCommand FileToString (238E)RegisterCommand StringPos (238F)RegisterCommand StringToInt (2390)RegisterCommand StringToFloat (2391)RegisterCommand ArrayCmp (2392)RegisterCommand StringMsgBox (2393)RegisterCommand StringIns (2394)RegisterCommand StringRep (2395)RegisterCommand IntToHex (2396)RegisterCommand LC (2397)SetOpcodeBase 000023B0RegisterCommand FromTSFC (23B0)RegisterCommand ToTSFC (23B1)RegisterCommand StrLC (23B2)RegisterCommand CreateEspBook (23B3)RegisterCommand FmtString (23B4)RegisterCommand FixName (23B5)RegisterCommand ResetName (23B6)RegisterCommand HasFixedName (23B7)RegisterCommand csc (23B8)RegisterCommand StringSetNameEx (23B9)RegisterCommand StringGetNameEx (23BA)RegisterCommand FixNameEx (23BB)RegisterCommand IniGetNthSection (23BC)RegisterCommand IniSectionsCount (23BD)RegisterCommand RunBatString (23BE)RegisterCommand Halt (23BF)RegisterCommand RefToLong (23C0)RegisterCommand LongToRef (23C1)RegisterCommand FindFirstFile (23C2)RegisterCommand FindNextFile (23C3)RegisterCommand GetFileSize (23C4)RegisterCommand NewHudS (23C5)RegisterCommand DelHudS (23C6)RegisterCommand ScreenInfo (23C7)RegisterCommand HudS_X (23C8)RegisterCommand HudS_SclX (23C9)RegisterCommand HudS_Show (23CA)RegisterCommand HudS_Opac (23CB)RegisterCommand HudS_Align (23CC)RegisterCommand AutoSclHudS (23CD)RegisterCommand HudS_Y (23CE)RegisterCommand HudSEsp (23CF)RegisterCommand HudSProtect (23D0)RegisterCommand HudsInfo (23D1)RegisterCommand DelAllHudSs (23D2)RegisterCommand HudS_L (23D3)RegisterCommand rcsc (23D4)RegisterCommand HudS_SclY (23D5)RegisterCommand NewHudT (23D6)RegisterCommand DelHudT (23D7)RegisterCommand HudT_X (23D8)RegisterCommand HudT_SclX (23D9)RegisterCommand HudT_Show (23DA)RegisterCommand HudT_Opac (23DB)RegisterCommand HudT_Align (23DC)RegisterCommand AutoSclHudT (23DD)RegisterCommand HudT_Y (23DE)RegisterCommand HudTEsp (23DF)RegisterCommand HudTProtect (23E0)RegisterCommand HudTInfo (23E1)RegisterCommand DelAllHudTs (23E2)RegisterCommand HudT_L (23E3)RegisterCommand HudT_SclY (23E4)RegisterCommand PauseBox (23E5)RegisterCommand KillMenu (23E6)RegisterCommand SetHudT (23E7)RegisterCommand HudT_Text (23E8)RegisterCommand HudS_Tex (23E9)RegisterCommand SanString (23EA)RegisterCommand IsHUDEnabled (23EB)RegisterCommand IsPluggyDataReset (23EC)SetOpcodeBase 000023FFRegisterCommand PlgySpcl (23FF)plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 0000007D) loaded correctlychecking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dllplugin C:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctlypatchedDoLoadGameHook: C:\Users\Admin\Documents\My Games\Oblivion\Saves\quicksave.essloading from C:\Users\Admin\Documents\My Games\Oblivion\Saves\quicksave.obseLoading stringsLoading array variablesOBSE: deinitialize


My system:
  • Vista x64
  • nVidia GeForce GT120, 1 GB vRAM


Because OBGE can't initialize, the shaderlist and OBGE's log file haven't been created. I'm 99% sure it's installed properly, so I'm clueless. Is this a known problem?


Not to my knowledge. I wonder why it's reporting an incompatibility...

Try the fixed dll that shadeMe posted on the previous page.
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Tue Oct 12, 2010 5:55 pm

Same problem, unfortunately.
Spoiler
OBSE: initialize (version = 18.6 010201A0)oblivion root = C:\Games\Oblivion\plugin directory = C:\Games\Oblivion\Data\OBSE\Plugins\checking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\ConScribe.dllSetOpcodeBase 000025A0RegisterCommand Scribe (25A0)RegisterCommand RegisterLog (25A1)RegisterCommand UnregisterLog (25A2)RegisterCommand GetRegisteredLogNames (25A3)RegisterCommand ReadFromLog (25A4)plugin C:\Games\Oblivion\Data\OBSE\Plugins\\ConScribe.dll (00000001 ConScribe 00000007) loaded correctlychecking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dllplugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBGEv2.dll (00000001 OBGEv2 00000002) reported as incompatible during querychecking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dllSetOpcodeBase 00002330RegisterCommand GetEsp (2330)RegisterCommand CreateArray (2331)RegisterCommand DestroyArray (2332)RegisterCommand ArraySize (2333)RegisterCommand ArrayCount (2334)RegisterCommand SetInArray (2335)RegisterCommand SetFloatInArray (2336)RegisterCommand GetInArray (2337)RegisterCommand GetTypeInArray (2338)RegisterCommand RemInArray (2339)RegisterCommand FindInArray (233A)RegisterCommand FindFloatInArray (233B)RegisterCommand SetRefInArray (233C)RegisterCommand FindRefInArray (233D)RegisterCommand CopyArray (233E)RegisterCommand ArrayEsp (233F)RegisterCommand ArrayProtect (2340)RegisterCommand FirstInArray (2341)RegisterCommand DestroyAllArrays (2342)RegisterCommand PackArray (2343)RegisterCommand CreateString (2344)RegisterCommand DestroyString (2345)RegisterCommand SetString (2346)RegisterCommand StringEsp (2347)RegisterCommand StringProtect (2348)RegisterCommand StringLen (2349)RegisterCommand DestroyAllStrings (234A)RegisterCommand StringSetName (234B)RegisterCommand StringGetName (234C)RegisterCommand StringMsg (234D)RegisterCommand StringCat (234E)RegisterCommand UserFileExists (234F)SetOpcodeBase 00002378RegisterCommand RenFile (2378)RegisterCommand DelFile (2379)RegisterCommand StringToTxtFile (237A)RegisterCommand CopyString (237B)RegisterCommand IntToString (237C)RegisterCommand FloatToString (237D)RegisterCommand RefToString (237E)RegisterCommand IniReadInt (237F)RegisterCommand IniReadFloat (2380)RegisterCommand IniReadRef (2381)RegisterCommand IniWriteInt (2382)RegisterCommand IniWriteFloat (2383)RegisterCommand IniWriteRef (2384)RegisterCommand IniKeyExists (2385)RegisterCommand IniDelKey (2386)RegisterCommand EspToString (2387)RegisterCommand IniReadString (2388)RegisterCommand IniWriteString (2389)RegisterCommand ModRefEsp (238A)RegisterCommand GetRefEsp (238B)RegisterCommand StringToRef (238C)RegisterCommand StringCmp (238D)RegisterCommand FileToString (238E)RegisterCommand StringPos (238F)RegisterCommand StringToInt (2390)RegisterCommand StringToFloat (2391)RegisterCommand ArrayCmp (2392)RegisterCommand StringMsgBox (2393)RegisterCommand StringIns (2394)RegisterCommand StringRep (2395)RegisterCommand IntToHex (2396)RegisterCommand LC (2397)SetOpcodeBase 000023B0RegisterCommand FromTSFC (23B0)RegisterCommand ToTSFC (23B1)RegisterCommand StrLC (23B2)RegisterCommand CreateEspBook (23B3)RegisterCommand FmtString (23B4)RegisterCommand FixName (23B5)RegisterCommand ResetName (23B6)RegisterCommand HasFixedName (23B7)RegisterCommand csc (23B8)RegisterCommand StringSetNameEx (23B9)RegisterCommand StringGetNameEx (23BA)RegisterCommand FixNameEx (23BB)RegisterCommand IniGetNthSection (23BC)RegisterCommand IniSectionsCount (23BD)RegisterCommand RunBatString (23BE)RegisterCommand Halt (23BF)RegisterCommand RefToLong (23C0)RegisterCommand LongToRef (23C1)RegisterCommand FindFirstFile (23C2)RegisterCommand FindNextFile (23C3)RegisterCommand GetFileSize (23C4)RegisterCommand NewHudS (23C5)RegisterCommand DelHudS (23C6)RegisterCommand ScreenInfo (23C7)RegisterCommand HudS_X (23C8)RegisterCommand HudS_SclX (23C9)RegisterCommand HudS_Show (23CA)RegisterCommand HudS_Opac (23CB)RegisterCommand HudS_Align (23CC)RegisterCommand AutoSclHudS (23CD)RegisterCommand HudS_Y (23CE)RegisterCommand HudSEsp (23CF)RegisterCommand HudSProtect (23D0)RegisterCommand HudsInfo (23D1)RegisterCommand DelAllHudSs (23D2)RegisterCommand HudS_L (23D3)RegisterCommand rcsc (23D4)RegisterCommand HudS_SclY (23D5)RegisterCommand NewHudT (23D6)RegisterCommand DelHudT (23D7)RegisterCommand HudT_X (23D8)RegisterCommand HudT_SclX (23D9)RegisterCommand HudT_Show (23DA)RegisterCommand HudT_Opac (23DB)RegisterCommand HudT_Align (23DC)RegisterCommand AutoSclHudT (23DD)RegisterCommand HudT_Y (23DE)RegisterCommand HudTEsp (23DF)RegisterCommand HudTProtect (23E0)RegisterCommand HudTInfo (23E1)RegisterCommand DelAllHudTs (23E2)RegisterCommand HudT_L (23E3)RegisterCommand HudT_SclY (23E4)RegisterCommand PauseBox (23E5)RegisterCommand KillMenu (23E6)RegisterCommand SetHudT (23E7)RegisterCommand HudT_Text (23E8)RegisterCommand HudS_Tex (23E9)RegisterCommand SanString (23EA)RegisterCommand IsHUDEnabled (23EB)RegisterCommand IsPluggyDataReset (23EC)SetOpcodeBase 000023FFRegisterCommand PlgySpcl (23FF)plugin C:\Games\Oblivion\Data\OBSE\Plugins\\OBSE_Elys_Pluggy.dll (00000001 OBSE_Elys_Pluggy 0000007D) loaded correctlychecking plugin C:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dllplugin C:\Games\Oblivion\Data\OBSE\Plugins\\sr_Oblivion_Stutter_Remover.dll (00000001 sr_Oblivion_Stutter_Remover 00004100) loaded correctlypatchedDoLoadGameHook: C:\Users\Admin\Documents\My Games\Oblivion\Saves\quicksave.essloading from C:\Users\Admin\Documents\My Games\Oblivion\Saves\quicksave.obseLoading stringsLoading array variablesOBSE: deinitialize

User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Tue Oct 12, 2010 4:10 pm

What does the OBGE log say ?
User avatar
Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Tue Oct 12, 2010 1:16 pm

Nothing at all. It's just an empty file right now. :shrug:
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Wed Oct 13, 2010 5:20 am

I vaguely recall updating the plugin to support the latest version of Godrays.

http://dl.dropbox.com/u/2584752/OBGEv2.dll - Let me know how it goes.

Yeah, you did. I didn't. I'm the lazy. I couldn't check it by then but now I can and now both streamline and normal saves are working with bsavedata=http://forums.bethsoft.com/index.php?/topic/1092614-oblivion-graphics-extender-thread-15/1.

I noticed my stutter remover, I think, disabling shadows automatically. Those shadows are really hard on performance. Overall Oblivion and OBGE is hard on my performance, my laptop fan is breathing fire.
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Wed Oct 13, 2010 2:14 am

I have found bug with effects and transparent objects (like web) :brokencomputer:

Screenshots:
With OBGE: http://img576.imageshack.us/img576/5995/bugwith.jpg
Without OBGE: http://img85.imageshack.us/img85/4107/bugwithout.jpg

Web Bug I : http://img14.imageshack.us/img14/2738/web1p.jpg
Web Bug II : http://img526.imageshack.us/img526/3726/web2d.jpg

Dont look at my fps :D
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Wed Oct 13, 2010 12:21 am

I have found bug with effects and transparent objects (like web) :brokencomputer:

Screenshots:
With OBGE: http://img576.imageshack.us/img576/5995/bugwith.jpg
Without OBGE: http://img85.imageshack.us/img85/4107/bugwithout.jpg

Web Bug I : http://img14.imageshack.us/img14/2738/web1p.jpg
Web Bug II : http://img526.imageshack.us/img526/3726/web2d.jpg

Dont look at my fps :D


Looks like the depth/alpha stuff is messed up. Just to be sure, this does happen without any shaders active, occurring whenever you load the game with OBGEv2 loaded?
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Tue Oct 12, 2010 7:12 pm

Post you OBGEv2.log and OBGEv2.ini. Also, try using my CrysisDoF shader to see if that works.


i tryed crysis dof but i don't have a focus point, wich results in having a totaly blurred picture :confused:

my obse log:
Spoiler

Ingnoring message.
Pre Hook
RESZ format supported.
Depth buffer texture (INTZ) (1920,1080) created OK.
Depth buffer attached OK. 0
Received load game message.
Loading a game.
Creating vertex buffers.
Creating shader textures.
Width = 1920, Height = 1080
Setting shader surfaces.
Setting depth texture.
Loading the shaders.
Loading shader (data\shaders\ssao_perf)
Failed to load.
Loading shader (data\shaders\DepthOfField)
Failed to load.
Loading shader (data\shaders\ssao_test)
Failed to load.
Loading shader (data\shaders\Godrays.fx)
Setting effects screen texture.
Loading shader (data\shaders\ColorEffects.fx)
Setting effects screen texture.
Loading shader (data\shaders\HLSLColorGrading02.fx)
Setting effects screen texture.
Loading shader (data\shaders\CrysisDoF.fx)
Setting effects screen texture.
Added to list OK.
Loading the shaders.
Loading shader (data\shaders\ssao_perf)
Failed to load.
Loading shader (data\shaders\DepthOfField)
Failed to load.
Loading shader (data\shaders\ssao_test)
Failed to load.
Loading shader (data\shaders\Godrays.fx)
Setting effects screen texture.
Loading shader (data\shaders\ColorEffects.fx)
Setting effects screen texture.
Loading shader (data\shaders\HLSLColorGrading02.fx)
Setting effects screen texture.
Loading shader (data\shaders\CrysisDoF.fx)
Setting effects screen texture.
Loading disabled in INI file.
Alt Render target - width = 1920, height = 1080
Shader (radialblur.fx) - Script refID = 93000ed4
Loading shader (data\shaders\radialblur.fx)
Setting effects screen texture.
Shader (RealisticHealth.fx) - Script refID = 6e000ce7
Loading shader (data\shaders\RealisticHealth.fx)
Failed to load.
Shader (ScreenEffects.fx) - Script refID = 1000ed4
Loading shader (data\shaders\ScreenEffects.fx)
Setting effects screen texture.
Alt Render target - width = 1920, height = 1080
Received ExitGame message.
Calling Release Device
Releasing thisframe surface.
Releasing thisframe texture.
Releasing lastpass surface.
Releasing lastpass texture.
Releasing lastframe surface.
Releasing lastframe texture.
Releasing shader vertex buffer.

and my .ini :
Spoiler

[DepthBuffer]
bUseDepthBuffer=1
bUseRAWZfix=1
[Serialization]
bSaveData=http://forums.bethsoft.com/index.php?/topic/1092614-oblivion-graphics-extender-thread-15/0
bLoadData=http://forums.bethsoft.com/index.php?/topic/1092614-oblivion-graphics-extender-thread-15/0
[PluginInterOp]
bEnableInterOp=0
[Shaders]
bUseShaderList=1
sShaderListFile=data\shaders\shaderlist.txt
bNoShadersInMenus=0
bUseLegacyCompiler=0
bRenderHalfScreen=0
[General]
bEnabled=1
[ScreenBuffers]
iBufferTexturesNumBits=8

User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Wed Oct 13, 2010 6:48 am

It happens even without loaded shaders (just dll plugin).
User avatar
Alba Casas
 
Posts: 3478
Joined: Tue Dec 12, 2006 2:31 pm

Post » Tue Oct 12, 2010 9:17 pm

It happens even without loaded shaders (just dll plugin).


Im actually suffering this same problem, it just hasnt bothered me enough to try and figure out what was causing it
User avatar
JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Wed Oct 13, 2010 3:37 am

I've had the "Cobweb" problem right along, I also have the Shadows kinda messing up, I've seen prior postd about both issues, but not sure where...
I'll generaly have Black shadows, but occasionaly their http://i872.photobucket.com/albums/ab289/Brozly/ScreenShot2-1.jpg..
User avatar
Stefanny Cardona
 
Posts: 3352
Joined: Tue Dec 19, 2006 8:08 pm

Post » Wed Oct 13, 2010 4:25 am

I've been trying the godrays of this mod, and they are great. However, there... are some things that bother me.

For instance, at noon, the sunlight is way too weak. I've tried for hours to change values, but whenever I tend to increase the sunlight it get other weird effects (like seeing "walls of sunlight" ahead of you, since the sunlight comes from directly above you). Also, at sunset and sunrise, it's beautiful, BUT... the strong sunlight affects everything around it (ex: the ground becomes very bright where the sun is).
It would be great if someone helped me with tweaking these values.

I also noticed that with the godrays, it's not possible to have AA on :cry:
If anyone knows how to override this... please tell! :angel:


Lastly, I'm not sure if this is an issue or not... but when I tried to install that end run-time directx update, it didn't work. The installation got interreupted right before finishing by some error message.
I checked the logs but I can't interperet them. Strange... but everything still seems to work, so I guess I'll not bother with it.
User avatar
James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Wed Oct 13, 2010 3:20 am

First of all If this has already been answered, my apology. Anyhow I got a pretty annoying problem imo :P Whenever I load godrays it becomes just a massive white light in the sky rather than actually rays (which I have seen on all screenshots) I have checked my FOV value and tried both 75 and 90, but that didn't worked. And I have tried it in both clear weather, rainy, foggy and evening etc. I'm also using the latest version of obse and the latest versions of the shaders. So please can anyone here help me?

PS: When will you release the water splatter on the screen ? Can't wait:) And is it possible to make so the godrays goes through the water? Would be great! :)

Regards.
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Tue Oct 12, 2010 7:44 pm

It’s useful to report all program / shader version numbers when reporting issues, other wise they can’t help you.
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Wed Oct 13, 2010 1:53 am

A small question:

How do I disable (uninstall) the Oblivion Graphics Extender totally?
Do I just move the OBGEv2.dll somewhere else than in Data/obse/plugins?
User avatar
Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

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