Strange graphics issues

Post » Fri Feb 18, 2011 11:23 pm

I hope you can help - I posted my issues a while ago on the tail-end of another thread, but I haven't been able to determine what's causing the issues.

I'm having what I think are two separate issues:

1) Graphics on buildings seem really odd - from black zig-zag lines on architecture, but which correct themselves as I get closer to the object, to horizontal cut-off points on terrain in mid-range and LOD (usually where there is also water).

2) LOD buildings go completely black when I look at them at the wrong angle. Sometimes they are textured correctly, but then I look around and they go completely black. I move the cursor again and after a while they look fine again. I'm using a X800pro graphics card with the fakeHDR.fx shader (found http://www.tesnexus.com/downloads/file.php?id=2773), although I've been using the fakeHDR for a while without any problems. The issue persists even if I turn off the HDR effect.

I haven't installed any texture replacers recently.

It hasn't always looked like this - only for the last couple of months.

Here are some in-game images of the issues: http://img338.imageshack.us/gal.php?g=screenshot4n.jpg
The first image shows the LOD of the buildings being black. If I look slightly to the left or slightly to the right of this, the textures display correctly.
The second and third images show the black diagonal lines on doors at different distances. As I get closer to the doors the lines vanish and the texture displays correctly. It's not just doors - most buildings have features that have this effect, particularly the wooden framing on houses in cities.
The fourth and fifth images show strange horizontal cut-offs where the lake meets the land outside the imperial city. Again, as I move forward, the horizontal lines slowly sort themselves out. Looks really odd in motion!

I play at 1600x1200 resolution, with a load order as follows:
Spoiler

Active Mod Files:
00 Oblivion.esm
01 Silgrad_Tower_T.esm
02 TR_OoT_Main.esm
03 Jog_X_Mod.esm
04 All Natural Base.esm [Version 0.9.9]
05 Francesco's Leveled Creatures-Items Mod.esm
06 Francesco's Optional New Items Add-On.esm
07 Cobl Main.esm [Version 1.72]
08 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
09 Mart's Monster Mod.esm [Version 3.7b1]
0A Enhanced Daedric Invasion.esm
0B CyrodiilUpgradeResourcePack.esm
0C FCOM_Convergence.esm [Version 0.9.9a7]
0D Kvatch Rebuilt.esm
0E Better Cities Resources.esm
0F BetterMusicSystem.esm
10 BathingMod_Base.esm
11 CM Partners.esm
12 HorseCombatMaster.esm
** TNR ALL RACES FINAL.esp
** TNR - ShiveringIsles.esp
13 Unofficial Oblivion Patch.esp [Version 3.2.4]
14 DLCShiveringIsles.esp
15 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
16 SM Plugin Refurbish - SI.esp [Version 1.05]
17 Oblivion.esp
18 Francesco's Optional Chance of Stronger Bosses.esp
19 Francesco's Optional Chance of Stronger Enemies.esp
1A Francesco's Optional Chance of More Enemies.esp
1B Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
1C FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
1D LoadingScreens.esp
1E LoadingScreensAddOn.esp
1F All Natural - Real Lights.esp [Version 0.9.9]
20 All Natural.esp [Version 0.9.9]
++ Underwater.esp
++ ln.esp
21 AmbientTownSounds.esp
++ Diverse Voices.esp
22 AliveWaters.esp
23 AFK_PrayerIdles.esp [Version 1.0]
24 Book Jackets Oblivion.esp
25 Bedrollsanyone.esp
26 Damsels In Distress.esp
++ Item interchange - Extraction.esp [Version 0.76]
27 More_Vegetables.esp
28 movingpaintings.esp
29 Maigrets Pet Fox.esp
2A Oblivion Collectible Cards.esp
++ 910-passive wildlife-TESSource.esp
2B QQuix - Rock, rock, rock your ship - V3.esp
2C ReneerCreatureMod.esp
2D SoT_Holiday.esp
2E Walk to Oblivion - OBSE.esp
2F Weapon Displays V1.9.esp
30 Enhanced Economy.esp [Version 3.4.3]
31 Map Marker Overhaul.esp [Version 3.3.1]
32 Map Marker Overhaul - SI additions.esp [Version 3.0.2]
33 Maps!.esp
34 DLCHorseArmor.esp
35 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
36 SM Plugin Refurbish - HorseArmor.esp [Version 1.11]
37 DLCOrrery.esp
38 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
39 SM Plugin Refurbish - Orrery.esp [Version 1.11]
3A DLCVileLair.esp
3B DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
3C SM Plugin Refurbish - VileLair.esp [Version 1.11]
3D DLCMehrunesRazor.esp
3E DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
3F SM Plugin Refurbish - MehrunesRazor.esp [Version 1.11]
40 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
41 Ayleid Artifacts.esp
42 MilkJugsComplete.esp
43 Nicos Scimitars Back.esp [Version 1.61]
44 PTArtifacts.esp
45 Vvardenfell_Imports.esp
46 Thieves Arsenal.esp
++ Thieves_Arsenal_Patch_033010.esp
47 Extinguish the Lights.esp
++ Thieves Arsenal - Extinguish the Lights Patch.esp
48 DLCThievesDen.esp
49 DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
4A DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
4B SM Plugin Refurbish - ThievesDen.esp [Version 1.11]
4C Cobl Glue.esp [Version 1.72]
4D Cobl Si.esp [Version 1.63]
4E OOO 1.32-Cobl.esp [Version 1.72]
++ FCOM_Cobl.esp [Version 0.9.9]
4F Bob's Armory Oblivion.esp
50 FCOM_BobsArmory.esp [Version 0.9.9]
51 Oblivion WarCry EV.esp
52 FCOM_WarCry.esp [Version 0.9.9]
53 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
54 FCOM_Convergence.esp [Version 0.9.9]
55 Mart's Monster Mod - Diverse Runeskulls.esp [Version 1.1]
56 FCOM_RealSwords.esp [Version 0.9.9]
++ FCOM_SpawnRatesReduced.esp [Version 0.9.9]
++ FCOM_SaferRoads.esp [Version 0.9.9]
57 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1]
58 Mart's Monster Mod - Vindasel.esp [Version 3.7b1]
59 Mart's Monster Mod - Foxes.esp [Version 3.7b1]
5A Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b1]
5B Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b1]
5C Mart's Monster Mod - Farm Animals.esp [Version 1.4]
5D MMM - Playable Undead Armors.esp
5E MMM - Playable Undead Armors - Oblivion WarCry Compatability Patch.esp
5F Mart's Monster Mod - Durzog Addon.esp [Version 0.10]
** FCOM_FriendlierFactions.esp [Version 0.9.9]
60 Mart's Monster Mod - Shivering Isles.esp [Version 0.17]
61 LoadingScreens-OOO.esp
62 Geomancy & Gem Dust OOO.esp
63 OOO-WaterFish.esp [Version 1.34]
64 Ivellon.esp [Version 1.8]
65 Asharnakibibi.esp
66 Banes Artifacts for Adventurers Part 1.esp
67 Banes Artifacts for Adventurers 2.esp
68 BHC_Expanded.esp [Version 1.2]
69 BXX Tamriel Resource Exchange.esp
6A (DC) Sutch Reborn.esp
6B Sutch Reborn Spawn Patch.esp
6C Deathtrap Dungeon.esp
6D delivery_job.esp [Version .8]
6E Dwemer_Skyship_1_1_0.esp
6F Extended Imperial City point 5.esp
70 Holy Cathedral.esp
71 ImpeREAL City Unique Districts - The Arcane University Towers Visible From Outside.esp
72 ImpeREAL City Unique Districts - All the Districts - Merged.esp
73 ImpeREAL Empire - Unique Castles - All The Castles - Merged.esp
74 ImpeREAL Empire - Unique Forts.esp
75 Imperial City Suburbs.esp
76 JQ-Return_of_Dagoth_Ur.esp
77 Kragenir's Death Quest.esp
78 KDQ - Rural Line Additions.esp
79 Kragenirs_WhiteStallion_Compat.esp
7A Kvatch Rebuilt.esp
7B Kvatch Rebuilt - OOO Compatibility.esp
7C Kvatch Rebuilt - Leveled Guards - FCOM.esp
7D EiAmod.esp [Version 1.1]
++ EiAmod_ShiveringIsles.esp
7E GlenvarCastle.esp
7F ME_DAEDRIC_RECON.esp [Version 1.4]
80 mrSiikas_BetterPorts_Seagulls.esp
81 Order of the Virtuous Blood Expanded v0.3.esp
82 Vampire Hunting - Order Of The Virtuous Blood.esp
83 QQuix - Divine Elegance Showroom.esp
84 SFSpecialtyContainers.esp
85 TelValus1pt1c.esp
86 TheElderCouncil.esp
87 thievery.esp
88 TR_Stirk.esp
89 za_bankmod.esp
8A Zergonipilamat.esp
8B 24HrArenaAliveV2Towers.esp
8C DLCBattlehornCastle.esp
8D DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
8E SM Plugin Refurbish - Battlehorn.esp [Version 1.11]
8F DLCFrostcrag.esp
90 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
91 SM Plugin Refurbish - Frostcrag.esp [Version 1.09]
92 BrumaMGRestored.esp
93 BrumaMGRestored-Frostcrag.esp
94 Knights.esp
95 Knights - Unofficial Patch.esp [Version 1.0.9]
96 SM Plugin Refurbish - Knights.esp [Version 1.06]
97 The Lost Spires.esp
98 LostSpiresImpeREALFortsPatch2.esp
99 AFK_Weye.esp
9A Ungarion1TheWelkyndSword.esp [Version 1.4]
9B Origin of the Mages Guild.esp [Version 5.1]
9C MannimarcoRevisited.esp
9D MannimarcoRevisitedOOO.esp [Version 0.1]
9E Shadowcrest_Vineyard.esp
9F Shadowcrest_Vineyard_Guard.esp
A0 Mart's Monster Mod - City Defences.esp [Version 3.7b1]
A1 FCOM_OMG.esp [Version 0.9.9]
A2 Enhanced Daedric Invasion.esp
++ FCOM_EnhancedDaedricInvasion.esp [Version 0.9.9]
A3 ElsweyrAnequina.esp
A4 BetterMusicSystem(Elsweyr).esp
A5 Reaper's Esmeralda's Desert Manor.esp
A6 MehrunesFel.esp
A7 xuldarkforest.esp
A8 LostSpires-DarkForest patch.esp
A9 xulStendarrValley.esp
AA xulTheHeath.esp
AB XulEntiusGorge.esp
AC xulFallenleafEverglade.esp
AD LostSpires-Everglade patch.esp [Version 1.2]
AE TheElderCouncil-FallenleafEverglade patch.esp
AF xulColovianHighlands_EV.esp
B0 EtInArkay-ColovianHighlands patch.esp
B1 xulChorrolHinterland.esp
B2 xulBeachesOfCyrodiilLostCoast.esp [Version 1.6.4]
B3 SutchReborn-LostCoast patch.esp
B4 Sutch reborn Lighthouse Fix UL.esp
B5 OOO-UL-Sutch patch.esp
B6 KragenirsDeathQuest-LostCoast patch.esp
B7 xulBravilBarrowfields.esp [Version 1.3.2]
B8 xulLushWoodlands.esp
B9 xulAncientYews.esp
BA xulAncientRedwoods.esp
BB xulCloudtopMountains.esp
BC KragenirsDeathQuest-CloudtopMountains patch.esp
BD xulArriusCreek.esp
BE xulPatch_AY_AC.esp
BF xulRollingHills_EV.esp
C0 KragenirsDeathQuest-RollingHills patch.esp
C1 xulPantherRiver.esp
C2 xulRiverEthe.esp
C3 xulBrenaRiverRavine.esp [Version 1.0.2]
C4 xulImperialIsle.esp
C5 xulBlackwoodForest.esp
C6 xulCheydinhalFalls.esp [Version 1.0.1]
C7 KvatchRebuilt-CheydinhalFalls patch.esp
C8 xulAspenWood.esp [Version 1.0.1]
C9 xulSkingradOutskirts.esp
CA Castle_Seaview.esp
CB bartholm.esp
CC Bartholm-Panther River Patch.esp [Version 1.0]
CD bartholm - EE patch.esp [Version 1.0]
CE Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
CF Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
D0 Diseased Corpses.esp
D1 Archmage_Enchanted_Chest_OBSE.esp
D2 Armoured Imperial Patrols - Realism.esp [Version 1.0]
D3 Badmagic - Landscape Fix for 20 -18.esp
D4 CBScryingv1.esp [Version 1.0]
D5 Cliff_BetterLetters.esp [Version 1.1]
++ Cliff_CountyNames.esp [Version 1.1]
++ LustyArgonianMaidContinued.esp
++ MIEO-ae.esp
D6 Oblivifall - Ambiant Dungeon SFX.esp [Version 1.0]
D7 P1DkeyChain.esp [Version 5.00]
D8 QuestItemMessage.esp
D9 ReneerNPCNameMod.esp
DA Salmo the Baker, Cobl.esp [Version 3.08]
DB Silgrad_Tower_T.esp
DC Toggleable Quantity Prompt.esp [Version 3.1.1]
DD Alternative Start by Robert Evrae.esp
DE BathingMod_Soap.esp
DF BathingMod_Bathroom_Upgrades.esp
E0 BathingMod_Placeable_Bathtubs.esp
E1 Vampire Fire by Darkhart.esp
E2 Disenchant.esp
E3 Magus Lost Alteration Spells.esp
E4 SpellDeflection.esp
E5 TeachSpell.esp
E6 RefScope.esp [Version 2.0.1]
E7 WoM-Corpse Disposal.esp
E8 MidasSpells.esp
E9 Midas OscuroGems.esp
EA Disease Immunity (Oblivion + Shivering Isles).esp
EB Vector.esp [Version 0.1]
EC No psychic guards v1.2.esp
ED Enhanced Grabbing.esp [Version 0.5]
EE Cant Wear Broken Armor.esp
EF Deadly Reflex 5 - Timed Block and 250% damage.esp
F0 DeadlyReflex 5 - Combat Moves.esp
F1 kuerteeNPCsYield.esp
F2 Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp
++ Francesco's Slower skills x1.5.esp
++ Item interchange - Placement for FCOM.esp [Version 0.76]
F3 CM Partners.esp
F4 CM Partners NPC NE.esp
F5 CM Partners More NPCs NE.esp
F6 TheOubliette.esp
F7 Duke Patricks - Magic you can believe in.esp
F8 Get Wet.esp
F9 BubbleFx.esp
FA Visually Realistic Lava.esp
FB qazFingerSnap.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
FC Bashed Patch, 0.esp


Here's my ini, in case I've inadvertently changed any settings that might be causing things to look odd:
Spoiler

[General]
SStartingCell=

SStartingCellY=
SStartingCellX=
SStartingWorld=

STestFile10=
STestFile9=
STestFile8=
STestFile7=
STestFile6=
STestFile5=
STestFile4=
STestFile3=
STestFile2=
STestFile1=

bEnableProfile=0
bDrawSpellContact=0
bRunMiddleLowLevelProcess=1
iHoursToSleep=3
bActorLookWithHavok=0
SMainMenuMusicTrack=special\tes4title.mp3
bUseEyeEnvMapping=1
bFixFaceNormals=0
bUseFaceGenHeads=1
bFaceMipMaps=1
bFaceGenTexturing=1
bDefaultCOCPlacement=0
uGridDistantTreeRange=15
uGridDistantCount=25
uGridsToLoad=5
fGlobalTimeMultiplier=1.0000
bNewAnimation=1
fAnimationDefaultBlend=0.1000
fAnimationMult=1.0000
bFixAIPackagesOnLoad=0
bForceReloadOnEssentialCharacterDeath=1
bKeepPluginWhenMerging=0
bCreate Maps Enable=0
SLocalSavePath=Saves\
SLocalMasterPath=Data\
bDisableDuplicateReferenceCheck=1
bTintMipMaps=0
uInterior Cell Buffer=3
uExterior Cell Buffer=36
iIntroSequencePriority=3
bPreloadIntroSequence=1
fStaticScreenWaitTime=3.0000
SMainMenuMovie=Map loop.bik
SMainMenuMovieIntro=Oblivion iv logo.bik
SIntroSequence=
iFPSClamp=0
bRunVTuneTest=0
STestFile1=
bActivateAllQuestScripts=0
fQuestScriptDelayTime=5.0000
SMainMenuMusic=Special\TES4Title.mp3
bUseThreadedBlood=0
bUseThreadedMorpher=0
bExternalLODDataFiles=1
bBorderRegionsEnabled=0
bDisableHeadTracking=0
bTrackAllDeaths=0
SCharGenQuest=0002466E
uiFaceGenMaxEGTDataSize=67108864
uiFaceGenMaxEGMDataSize=67108864
SBetaCommentFileName=
bCheckCellOffsetsOnInit=0
bCreateShaderPackage=0
uGridDistantTreeRangeCity=4
uGridDistantCountCity=4
bWarnOnMissingFileEntry=0
iSaveGameBackupCount=1
bDisplayMissingContentDialogue=1
SSaveGameSafeCellID=2AEEA
bAllowScriptedAutosave=1
bPreemptivelyUnloadCells=0
bCheckIDsOnInit=0
iNumBitsForFullySeen=248
iPreloadSizeLimit=52428800
SOblivionIntro=OblivionIntro.bik
bUseHardDriveCache=1
bEnableBoundingVolumeOcclusion=0
bDisplayBoundingVolumes=0
bUseThreadedTempEffects=0
bUseThreadedParticleSystem=0
bUseMyGamesDirectory=1
SCreditsMenuMovie=CreditsMenu.bik


[Display]
uVideoDeviceIdentifierPart1=3619102434
uVideoDeviceIdentifierPart2=298780937
uVideoDeviceIdentifierPart3=537422100
uVideoDeviceIdentifierPart4=902546081
fDecalLifetime=10.0000
bEquippedTorchesCastShadows=0
bReportBadTangentSpace=0
bStaticMenuBackground=1
bForcePow2Textures=0
bForce1XShaders=0
bHighQuality20Lighting=0
bAllow20HairShader=1
bAllowScreenShot=1
iMultiSample=2
bDoTallGrassEffect=1
bForceMultiPass=1
bDoTexturePass=1
bDoSpecularPass=1
bDoDiffusePass=1
bDoAmbientPass=1
bDoCanopyShadowPass=1
bDrawShadows=0
bUseRefractionShader=1
bUse Shaders=1
iNPatchNOrder=0
iNPatchPOrder=0
iNPatches=0
iLocation Y=0
iLocation X=0
bFull Screen=1
iSize W=1600
iSize H=1200
iAdapter=0
iScreenShotIndex=6
SScreenShotBaseName=ScreenShot
iAutoViewMinDistance=2000
iAutoViewHiFrameRate=40
iAutoViewLowFrameRate=20
bAutoViewDistance=0
fDefaultFOV=75.0000
fNearDistance=10.0000
fFarDistance=10000.0000
iDebugTextLeftRightOffset=10
iDebugTextTopBottomOffset=10
bShowMenuTextureUse=1
iDebugText=2
bLocalMapShader=0
bDoImageSpaceEffects=1
fShadowLOD2=400.0000
fShadowLOD1=200.0000
fLightLOD2=1500.0000
fLightLOD1=1000.0000
fSpecularLOD2=359.5000
fSpecularLOD1=59.5000
fEnvMapLOD2=800.0000
fEnvMapLOD1=500.0000
fEyeEnvMapLOD2=190.0000
fEyeEnvMapLOD1=130.0000
iPresentInterval=0
fSpecualrStartMax=350.0000
fSpecularStartMin=0.0000
iActorShadowIntMax=10
iActorShadowIntMin=0
iActorShadowExtMax=10
iActorShadowExtMin=0
fGammaMax=0.6000
fGammaMin=1.4000
iMaxDecalsPerFrame=10
bLandscapeBlend=1
bFullBrightLighting=0
iMaxLandscapeTextures=0
bDynamicWindowReflections=1
fShadowFadeTime=1.0000
fGamma=0.9040
bDecalsOnSkinnedGeometry=1
iShadowFilter=0
bAllowPartialPrecision=1
iShadowMapResolution=1024
bShadowsOnGrass=0
bActorSelfShadowing=0
iActorShadowCountInt=0
iActorShadowCountExt=0
bAllow30Shaders=0
iTexMipMapMinimum=0
iTexMipMapSkip=0
bDoStaticAndArchShadows=0
bDoActorShadows=0
bIgnoreResolutionCheck=0
fNoLODFarDistancePct=1.0000
fNoLODFarDistanceMax=10240.0000
fNoLODFarDistanceMin=1700.0000



[Controls]
fVersion=1.8000
Forward=0011FFFF
Back=001FFFFF
Slide Left=001EFFFF
Slide Right=0020FFFF
Use=00FF00FF
Activate=0012FFFF
Block=003801FF
Cast=0013FFFF
Ready Item=0021FFFF
Crouch/Sneak=001DFFFF
Run=002AFFFF
Always Run=003AFFFF
Auto Move=0016FFFF
Jump=0039FFFF
Toggle POV=000F02FF
Menu Mode=0024FFFF
Rest=0014FFFF
Quick Menu=003BFFFF
Quick1=0002FFFF
Quick2=0003FFFF
Quick3=0004FFFF
Quick4=0005FFFF
Quick5=0006FFFF
Quick6=0007FFFF
Quick7=0008FFFF
Quick8=0009FFFF
QuickSave=003FFFFF
QuickLoad=0043FFFF
Grab=002CFFFF
bInvertYValues=0
fXenonLookXYMult=0.0005
fMouseSensitivity=0.0020
;X = 1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6
iJoystickMoveFrontBack=2
iJoystickMoveLeftRight=1
fJoystickMoveFBMult=1.0000
fJoystickMoveLRMult=1.0000
iJoystickLookUpDown=6
iJoystickLookLeftRight=3
fJoystickLookUDMult=0.0020
fJoystickLookLRMult=0.0020
fXenonMenuMousixYMult=0.0003
bBackground Mouse=0
bBackground Keyboard=1
bUse Joystick=1
fXenonLookMult=0.0030
fXenonMenuStickSpeedMaxMod=5.0000
iXenonMenuStickSpeedThreshold=20000
iXenonMenuStickThreshold=1000
;Language values: 0-English, 1-German, 2-French, 3-Spanish, 4-Italian
iLanguage=0
SlideLeft=001EFFFF
SlideRight=0020FFFF
fXenonMenuStickMapCursorMinSpeed=1.0000
fXenonMenuStickMapCursorMaxSpeed=15.0000
fXenonMenuStickMapCursorGamma=0.1700
fXenonMenuStickSpeedPlayerRotMod=3000.0000
fXenonMenuDpadRepeatSpeed=300.0000
fXenonMenuStickSpeed=300.0000
iXenonMenuStickDeadZone=15000


[Water]
fAlpha=0.5000
uSurfaceTextureSize=128
SSurfaceTexture=water
SNearWaterOutdoorID=NearWaterOutdoorLoop
SNearWaterIndoorID=NearWaterIndoorLoop
fNearWaterOutdoorTolerance=1024.0000
fNearWaterIndoorTolerance=512.0000
fNearWaterUnderwaterVolume=0.9000
fNearWaterUnderwaterFreq=0.3000
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFrameCount=32
uSurfaceFPS=12
bUseWaterReflectionsMisc=0
bUseWaterReflectionsStatics=0
bUseWaterReflectionsTrees=0
bUseWaterReflectionsActors=0
bUseWaterReflections=1
bUseWaterHiRes=1
bUseWaterDisplacements=1
bUseWaterShader=1
uDepthRange=125
bUseWaterDepth=1
bUseWaterLOD=1
fTileTextureDivisor=4.7500
fSurfaceTileSize=2048.0000
uNumDepthGrids=3

[Audio]
bDSoundHWAcceleration=1
fMinSoundVel=10.0000
fMetalLargeMassMin=25.0000
fMetalMediumMassMin=8.0000
fStoneLargeMassMin=30.0000
fStoneMediumMassMin=5.0000
fWoodLargeMassMin=15.0000
fWoodMediumMassMin=7.0000
fDialogAttenuationMax=35.0000
fDialogAttenuationMin=7.7500
bUseSoundDebugInfo=1
fUnderwaterFrequencyDelta=0.0000
bUseSoftwareAudio3D=0
fDefaultEffectsVolume=0.8000
fDefaultMusicVolume=0.5000
fDefaultFootVolume=0.8000
fDefaultVoiceVolume=0.8000
fDefaultMasterVolume=1.0000
bMusicEnabled=1
bSoundEnabled=1
fLargeWeaponWeightMin=25.0000
fMediumWeaponWeightMin=8.0000
fSkinLargeMassMin=30.0000
fSkinMediumMassMin=5.0000
fChainLargeMassMin=30.0000
fChainMediumMassMin=5.0000
fDBVoiceAttenuationIn2D=0.0000
iCollisionSoundTimeDelta=50
fGlassLargeMassMin=25.0000
fGlassMediumMassMin=8.0000
fClothLargeMassMin=25.0000
fClothMediumMassMin=8.0000
fEarthLargeMassMin=30.0000
fEarthMediumMassMin=5.0000
bUseSpeedForWeaponSwish=1
fLargeWeaponSpeedMax=0.9500
fMediumWeaponSpeedMax=1.1000
fPlayerFootVolume=0.9000
fDSoundRolloffFactor=4.0000
fMaxFootstepDistance=1100.0000
fHeadroomdB=2.0000
iMaxImpactSoundCount=32
fMainMenuMusicVolume=0.6000


[ShockBolt]
bDebug=0
fGlowColorB=1.0000
fGlowColorG=0.6000
fGlowColorR=0.0000
fCoreColorB=1.0000
fCoreColorG=1.0000
fCoreColorR=1.0000
fCastVOffset=-10.0000
iNumBolts=7
fBoltGrowWidth=1.0000
fBoltSmallWidth=3.0000
fTortuosityVariance=8.0000
fSegmentVariance=35.0000
fBoltsRadius=24.0000

[Pathfinding]
bDrawPathsDefault=0
bPathMovementOnly=0
bDrawSmoothFailures=0
bDebugSmoothing=0
bSmoothPaths=1
bSnapToAngle=0
bDebugAvoidance=0
bDisableAvoidance=0
bBackgroundPathing=0
bUseBackgroundPathing=1

[MAIN]
bEnableBorderRegion=1
fLowPerfCombatantVoiceDistance=1000.0000
iDetectionHighNumPicks=40
fQuestScriptDelayTime=5.0000
iLastHDRSetting=-1


[Combat]
bEnableBowZoom=1
bDebugCombatAvoidance=0
fMinBloodDamage=1.0000
fHitVectorDelay=0.4000
iShowHitVector=0
fLowPerfNPCTargetLOSTimer=1.0000
fHiPerfNPCTargetLOSTimer=0.5000
iMaxHiPerfNPCTargetCount=4
fLowPerfPCTargetLOSTimer=0.5000
fHiPerfPCTargetLOSTimer=0.2500
iMaxHiPerfPCTargetCount=4
iMaxHiPerfCombatCount=4


[HAVOK]
bDisablePlayerCollision=0
fJumpAnimDelay=0.7500
bTreeTops=0
iSimType=1
bPreventHavokAddAll=0
bPreventHavokAddClutter=0
fMaxTime=0.0167
bHavokDebug=0
fRF=1000.0000
fOD=0.9000
fSE=0.3000
fSD=0.9800
iResetCounter=5
fMoveLimitMass=95.0000
iUpdateType=0
bHavokPick=0
fCameraCasterSize=1.0000
iHavokSkipFrameCountTEST=0
fHorseRunGravity=3.0000
fQuadrupedPitchMult=1.0000
iNumHavokThreads=1
fChaseDeltaMult=0.0500
iEntityBatchRemoveRate=100
iMaxPicks=40
bAddBipedWhenKeyframed=0


[Interface]
fDlgLookMult=0.3000
fDlgLookAdj=0.0000
fDlgLookDegStop=0.2000
fDlgLookDegStart=2.0000
fDlgFocus=3.5000
fKeyRepeatInterval=50.0000
fKeyRepeatTime=500.0000
fActivatePickSphereRadius=16.0000
fMenuModeAnimBlend=0.0000
iSafeZoneX=20
iSafeZoneY=20
iSafeZoneXWide=20
iSafeZoneYWide=20
fMenuPlayerLightDiffuseBlue=0.8000
fMenuPlayerLightDiffuseGreen=0.8000
fMenuPlayerLightDiffuseRed=0.8000
fMenuPlayerLightAmbientBlue=0.2500
fMenuPlayerLightAmbientGreen=0.2500
fMenuPlayerLightAmbientRed=0.2500
bAllowConsole=1
bActivatePickUseGamebryoPick=0
iMaxViewCasterPicksGamebryo=10
iMaxViewCasterPicksHavok=10
iMaxViewCasterPicksFuzzy=5
bUseFuzzyPicking=1
fMenuBGBlurRadius=2.0000

[LoadingBar]
iMoveBarWaitingMilliseconds=10
iMoveBarChaseMilliseconds=100
iMoveBarMaxMilliseconds=2500
fLoadingSlideDelay=15.0000
fPercentageOfBar3=0.1500
fPercentageOfBar2=0.4400
fPercentageOfBar1=0.3500
fPercentageOfBar0=0.0600
bShowSectionTimes=0

[Menu]
fCreditsScrollSpeed=40.0000
iConsoleTextYPos=890
iConsoleTextXPos=30
iConsoleVisibleLines=15
iConsoleHistorySize=50
rDebugTextColor=255,251,233
iConsoleFont=3
iDebugTextFont=3



[GamePlay]
bDisableDynamicCrosshair=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
bCrossHair=1
iDifficultyLevel=50
bGeneralSubtitles=1
bDialogueSubtitles=1
bInstantLevelUp=0
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=4.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
STrackLevelUpPath=\\vault\TES4\LevelData\
fDifficulty=0.0000
bTrackLevelUps=1
bAllowHavokGrabTheLiving=1
bEssentialTakeNoDamage=1
iDetectionPicks=21
bSaveOnInteriorExteriorSwitch=0


[Fonts]
SFontFile_1=Data\Fonts\Kingthings_Regular.fnt
SFontFile_2=Data\Fonts\Kingthings_Shadowed.fnt
SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt
SFontFile_4=Data\Fonts\Daedric_Font.fnt
SFontFile_5=Data\Fonts\Handwritten.fnt


[SpeedTree]
iTreeClonesAllowed=1
fCanopyShadowGrassMult=1.0000
iCanopyShadowScale=512
fTreeForceMaxBudAngle=-1.0000
fTreeForceMinBudAngle=-1.0000
fTreeForceLeafDimming=-1.0000
fTreeForceBranchDimming=-1.0000
fTreeForceCS=-1.0000
fTreeForceLLA=-1.0000
fTreeLODExponent=0.2000
bEnableTrees=1
bForceFullLOD=0
fLODTreeMipMapLODBias=-0.7500
fLocalTreeMipMapLODBias=-0.2500


[Debug]
bDebugFaceGenCriticalSection=0
bDebugFaceGenMultithreading=0
bDebugSaveBuffer=0


[BackgroundLoad]
bBackgroundLoadLipFiles=0
bLoadBackgroundFaceGen=0
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
bLoadHelmetsInBackground=1
iAnimationClonePerLoop=5
bSelectivePurgeUnusedOnFastTravel=0
bUseMultiThreadedTrees=1
iPostProcessMillisecondsEditor=50
iPostProcessMillisecondsLoadingQueuedPriority=20
iPostProcessMilliseconds=5
bUseBackgroundFileLoader=0


[LOD]
fLodDistance=250.0000
bUseFaceGenLOD=0
iLODTextureTiling=2
iLODTextureSizePow2=8
fLODNormalTextureBlend=0.5000
bDisplayLODLand=1
bDisplayLODBuildings=1
bDisplayLODTrees=1
bLODPopTrees=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
fLODFadeOutMultActors=11.4900
fLODFadeOutMultItems=15.0000
fLODFadeOutMultObjects=15.0000
fLODMultLandscape=1.0000
fLODMultTrees=2.0000
fLODMultActors=7.0000
fLODMultItems=7.0000
fLODMultObjects=7.0000
iFadeNodeMinNearDistance=400
fLODFadeOutPercent=0.9000
fLODBoundRadiusMult=3.0000
fTalkingDistance=1000.0000

fTreeLODMax=2.0000
fTreeLODMin=0.0200
fTreeLODDefault=1.2000
fObjectLODMax=15.0000
fObjectLODMin=1.0000
fObjectLODDefault=5.0000
fItemLODMax=15.0000
fItemLODMin=1.0000
fItemLODDefault=2.0000
fActorLODMax=15.0000
fActorLODMin=2.0000
fActorLODDefault=5.0000
bLODUseCombinedLandNormalMaps=1
bForceHideLODLand=0
fLODQuadMinLoadDistance=65536.0000
fLODFadeOutActorMultInterior=1.0000
fLODFadeOutItemMultInterior=1.0000
fLODFadeOutObjectMultInterior=1.0000
fLODFadeOutActorMultCity=1.0000
fLODFadeOutItemMultCity=1.0000
fLODFadeOutObjectMultCity=1.0000
fLODFadeOutActorMultComplex=1.0000
fLODFadeOutItemMultComplex=1.0000
fLODFadeOutObjectMultComplex=1.0000
fLODLandVerticalBias=0.0000

[Weather]
fSunGlareSize=350.0000
fSunBaseSize=250.0000
bPrecipitation=1
fAlphaReduce=1.0000
SBumpFadeColor=255,255,255,255
SLerpCloseColor=255,255,255,255
SEnvReduceColor=255,255,255,255

[Voice]
SFileTypeLTF=ltf
SFileTypeLip=lip
SFileTypeSource=wav
SFileTypeGame=mp3


[Grass]
iMinGrassSize=130
fGrassEndDistance=8000.0000
fGrassStartFadeDistance=7000.0000
bGrassPointLighting=0
bDrawShaderGrass=1
iGrassDensityEvalSize=2
iMaxGrassTypesPerTexure=1
fWaveOffsetRange=1.7500
fGrassWindMagnitudeMax=125.0000
fGrassWindMagnitudeMin=5.0000
fTexturePctThreshold=0.3000

[Landscape]
bCurrentCellOnly=0
bPreventSafetyCheck=0
fLandTextureTilingMult=2.0000
fLandFriction=2.5000
iLandBorder2B=0
iLandBorder2G=0
iLandBorder2R=0
iLandBorder1B=0
iLandBorder1G=255
iLandBorder1R=255


[bLightAttenuation]
fQuadraticRadiusMult=1.0000
fLinearRadiusMult=1.0000
bOutQuadInLin=0
fConstantValue=http://forums.bethsoft.com/index.php?/topic/1090876-strange-graphics-issues/0.0000
fQuadraticValue=http://forums.bethsoft.com/index.php?/topic/1090876-strange-graphics-issues/16.0000
fLinearValue=http://forums.bethsoft.com/index.php?/topic/1090876-strange-graphics-issues/3.0000
uQuadraticMethod=2
uLinearMethod=1
fFlickerMovement=8.0000
bUseQuadratic=1
bUseLinear=0
bUseConstant=0


[BlurShaderHDRInterior]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1


[BlurShaderHDR]
fTargetLUM=1.2000
fUpperLUMClamp=1.0000
fGrassDimmer=1.3000
fTreeDimmer=1.2000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.7000
fSunlightDimmer=1.3000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fBrightScale=1.5000
fBrightClamp=0.3500
fBlurRadius=4.0000
iNumBlurpasses=2
iBlendType=2
bDoHighDynamicRange=0


[BlurShader]
fSunlightDimmer=1.0000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fAlphaAddExterior=0.2000
fAlphaAddInterior=0.5000
iBlurTexSize=256
fBlurRadius=0.0300
iNumBlurpasses=1
iBlendType=2
bUseBlurShader=1


[GethitShader]
fBlurAmmount=0.5000
fBlockedTexOffset=0.0010
fHitTexOffset=0.0050
[MESSAGES]
bBlockMessageBoxes=0
bSkipProgramFlows=1
bAllowYesToAll=1
bDisableWarning=1
iFileLogging=0
bSkipInitializationFlows=1
[DistantLOD]
bUseLODLandData=http://forums.bethsoft.com/index.php?/topic/1090876-strange-graphics-issues/0
fFadeDistance=9288.0000
iDistantLODGroupWidth=8
[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.

[Archive]
SMasterMiscArchiveFileName=Oblivion - Misc.bsa
SMasterVoicesArchiveFileName2=Oblivion - Voices2.bsa
SMasterVoicesArchiveFileName1=Oblivion - Voices1.bsa
SMasterSoundsArchiveFileName=Oblivion - Sounds.bsa
SMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsa
SMasterMeshesArchiveFileName=Oblivion - Meshes.bsa
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa, FraNewItems.bsa, FraNewCrea.bsa
[CameraPath]
iTake=0
SDirectoryName=TestCameraPath
iFPS=60
SNif=Test\CameraPath.nif
[Absorb]
fAbsorbGlowColorB=1.0000
fAbsorbGlowColorG=0.6000
fAbsorbGlowColorR=0.0000
fAbsorbCoreColorB=1.0000
fAbsorbCoreColorG=1.0000
fAbsorbCoreColorR=1.0000
iAbsorbNumBolts=1
fAbsorbBoltGrowWidth=0.0000
fAbsorbBoltSmallWidth=7.0000
fAbsorbTortuosityVariance=2.0000
fAbsorbSegmentVariance=7.0000
fAbsorbBoltsRadius=5.0000
[OPENMP]
iThreads=1
iOpenMPLevel=10
[TestAllCells]
bFileShowTextures=1
bFileShowIcons=1
bFileSkipIconChecks=0
bFileTestLoad=0
bFileNeededMessage=1
bFileGoneMessage=1
bFileSkipModelChecks=0
bFileCheckModelCollision=0
[CopyProtectionStrings]
SCopyProtectionMessage2=Insert the Oblivion Disc.
SCopyProtectionTitle2=Oblivion Disc Not Found
SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.
SCopyProtectionTitle=CD-ROM Drive Not Found

User avatar
Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Fri Feb 18, 2011 10:27 pm

http://sites.google.com/site/oblivionpoinfo/troubleshooting/cps/overload
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Sat Feb 19, 2011 4:00 am

Hi TomLong, thanks for your advice - and thanks for your site, which has been of great use on previous occasions!

I've already ghosted unused esps in bash, and total esm/esp/bsa files left is under 300 (I just checked the folder and counted to make sure) so I don't think my problems are due to the number of plugins - plus, the black LOD buildings issue has been there for a while, well before I had many mods installed, so the black textures I don't think is related to number of plugins. I also don't have the purple textures. Or do ghosted files count towards the limit?
User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Sat Feb 19, 2011 11:21 am

Black textures are usually missing normal maps. Maybe you need to check your LOD mod installs. Ghosted plugins do not count, but clutter in your Data folder is generally not good. Try defraging your HDD too.
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Sat Feb 19, 2011 7:27 am

Black textures are usually missing normal maps. Maybe you need to check your LOD mod installs. Ghosted plugins do not count, but clutter in your Data folder is generally not good. Try defraging your HDD too.


Great minds, and all....I've just finished defragging! No difference, unfortunately.

I probably do have a lot of clutter in my data folder, mainly from mods that I don't have active any more (or worse, from mods where I deleted the esps before I really understood how to use mods properly, leaving behind the textures and meshes associated with those mods...meaning I don't know which textures/meshes could be safely uninstalled).

How would I check LOD mod install? I used TES4LODGen to generate, but I have no idea how to check the individual files to see if they have correct normal maps (which, despite googling normal maps and reading the uesp wiki, I still don't fully understand). The only LOD files I remember installing were for Elsweyr Deserts of Anequina.

Or do you mean check any texture mods I've downloaded to see if they are causing it? If so...then I honestly don't know if I'm running any esp-less texture mods at the moment. In the past I've installed QTP, but I don't think I have it installed at the moment - Can you tell from my screenshots if I'm using vanilla textures?

The black LOD occurs on all vanilla locations - most noticably on frostcrag or the IC because they're so visible, but I see it on all vanilla cities LOD.
User avatar
joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Sat Feb 19, 2011 4:19 am

The random issues that result from that limit probably vary some, but, anyway...in order to test the LOD issue, try deleting your Distant LOD folder (or move it onto your desktop.) See if the problem persists.
User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Sat Feb 19, 2011 5:34 am

I tried deleting the LOD files found in data/textures and in data/meshes/landscape, but the problem persists :(

On another note, that may or may not be related, and I meant to mention earlier - a 3rd issue:

3) For a long while now I've had no local map. World map is fine, but there is no background to my local map. I can see the player arrow, I can see the icons for entrances to buildings etc. and I can see target markers - but no background to the local map, so I can't see paths and other routes, which can make navigating quite difficult! I've tried with local map shader enabled and disabled in the ini and in the ini tweaks section of wrye bash, but no luck. I've seen other posters with the opposite problem to me (ie. a map but no icons, but I have the icons but no map!) I've had the minimap mod installed in the past, and I thought I'd uninstalled it correctly but I don't know if any remnants could be causing my issues...
User avatar
Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Sat Feb 19, 2011 6:31 am

#3 seems to be a normal occurrence after playing for a while. I have not experienced it, but other users have... Try clearing the ghosted files out of the data folder and cleaning up in whatever way you can. Try cutting things out of the Import Cells section of the bashed patch too.
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Sat Feb 19, 2011 10:50 am

Looks like spring clean time then!

I'll tidy things up, and hope that helps!
User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Fri Feb 18, 2011 9:08 pm

Well, a good spring clean and a merge or two later, and still no difference unfortunately.

What I'm not sure about is what is safe to untick in the import cells section when I rebuild the patch - currently selected are UOP, USIP, All natural, Salmo the baker-cobl, Knights, DLC thieves den, DLC Frostcrag, and all the DLC unofficial patches.

What I also noticed is that in the distant terrain I can see (what I presume to be) the tree canopy shadows, but the trees themselves don't pop up until later. I don't fully understand it, but could this be something to do with my UGrids setting or similar (ini posted in my first post).

--------

On another tack, I have another character from last year when I had a different load order and a slightly different mod set - this character won't load at all with my current LO.

I've tried disabling the masters for the save in Bash (where bash puts an xx in front of the disabled mod), but it still hangs when I try to load the save for that character. I've looked online and can't find a way to sync the save successfully to my current mod list and LO. Is there a way to get the old save to ignore the old masters and sync successfully to my new LO?

I've listed diff masters as follows:
Spoiler

Removed Masters (Save 2818 - Damian - Slash 'N Smash, Level 28, Playing Time 249.08.44.ess):
? BetterMusicSystem.esp

? Gatekeeper.esp

? XX_Real_Lights.esp

? XXAdaman Fortress.esp

? XXBashed Patch - Damian.esp

? XXBloodmoon_ob.esp

? XXCNME v1.4.esp

? XXCybiades.esp

? XXCybiadesDungeon.esp

? XXFarmAnimalsofCyrodiil.esp

? XXFCOM_TamrielicIngredients.esp

? XXFrancesco's 10 days respawn time - 1-20 day lenght rescale.esp

? XXgardening.esp

? XXLocked Doors and Knocking v1.02.esp

? XXMart's Monster Mod - Friendlier Factions OOO+FCOM.esp

? XXMorrocreatures.esp

? XXMorrowind Ingredients.esp

? XXMorrowind_ob.esp

? XXQuietFeet.esp

? XXRS - Gladiator.esp

? XXSalmo The Baker v2.0.esp

? XXT.I.E4MODS.esp

? XXT.I.E4MODSOOO+FCOM.esp

? XXTamrielic Ingredients.esp

? XXTamrielic_Ingredients_cOMbo.esp

? XXtrfSolaris.esp

? XXTribunal_ob.esp

? XXWaalx Animals & Creatures.esp

? XXWAC - OverSpawn.esp

? XXWAC - TCOS Shops.esp

? XXWAC - TCOS.esp

? XXWAC.esp

? FCOM_Francescos.esp

? FCOM_FrancescosItemsAddOn.esp

? ln.esp

? Diverse Voices.esp

? Mart's Monster Mod - Gems & Gem Dust.esp

? EiAmod_ShiveringIsles.esp

? FCOM_EnhancedDaedricInvasion.esp

? Harvest [Flora] - Shivering Isles.esp

? Harvest [Flora] - DLCVileLair.esp

? MergedMaps.esp



Added Masters (Active Masters):
? Jog_X_Mod.esm

? All Natural Base.esm

? Cobl Main.esm

? Better Cities Resources.esm

? BetterMusicSystem.esm

? CM Partners.esm

? Unofficial Oblivion Patch.esp

? Unofficial Shivering Isles Patch.esp

? LoadingScreensAddOn.esp

? All Natural - Real Lights.esp

? All Natural.esp

? AFK_PrayerIdles.esp

? Damsels In Distress.esp

? movingpaintings.esp

? Oblivion Collectible Cards.esp

? QQuix - Rock, rock, rock your ship - V3.esp

? Enhanced Economy.esp

? Map Marker Overhaul - SI additions.esp

? Maps!.esp

? DLCHorseArmor - Unofficial Patch.esp

? DLCOrrery - Unofficial Patch.esp

? DLCVileLair - Unofficial Patch.esp

? DLCMehrunesRazor - Unofficial Patch.esp

? Ayleid Artifacts.esp

? MilkJugsComplete.esp

? PTArtifacts.esp

? Thieves Arsenal.esp

? Extinguish the Lights.esp

? DLCThievesDen - Unofficial Patch.esp

? DLCThievesDen - Unofficial Patch - SSSB.esp

? Cobl Glue.esp

? Cobl Si.esp

? OOO 1.32-Cobl.esp

? Geomancy & Gem Dust OOO.esp

? Asharnakibibi.esp

? Banes Artifacts for Adventurers Part 1.esp

? Banes Artifacts for Adventurers 2.esp

? Sutch Reborn Spawn Patch.esp

? Deathtrap Dungeon.esp

? Extended Imperial City point 5.esp

? Holy Cathedral.esp

? Kragenirs_WhiteStallion_Compat.esp

? Order of the Virtuous Blood Expanded v0.3.esp

? Vampire Hunting - Order Of The Virtuous Blood.esp

? QQuix - Divine Elegance Showroom.esp

? SFSpecialtyContainers.esp

? thievery.esp

? Zergonipilamat.esp

? DLCBattlehornCastle - Unofficial Patch.esp

? DLCFrostcrag - Unofficial Patch.esp

? Knights - Unofficial Patch.esp

? The Lost Spires.esp

? LostSpiresImpeREALFortsPatch2.esp

? AFK_Weye.esp

? Ungarion1TheWelkyndSword.esp

? Shadowcrest_Vineyard.esp

? Shadowcrest_Vineyard_Guard.esp

? BetterMusicSystem(Elsweyr).esp

? Reaper's Esmeralda's Desert Manor.esp

? MehrunesFel.esp

? LostSpires-DarkForest patch.esp

? LostSpires-Everglade patch.esp

? Sutch reborn Lighthouse Fix UL.esp

? OOO-UL-Sutch patch.esp

? xulBravilBarrowfields.esp

? KragenirsDeathQuest-CloudtopMountains patch.esp

? xulBlackwoodForest.esp

? xulCheydinhalFalls.esp

? KvatchRebuilt-CheydinhalFalls patch.esp

? xulAspenWood.esp

? xulSkingradOutskirts.esp

? bartholm - EE patch.esp

? Diseased Corpses.esp

? Archmage_Enchanted_Chest_OBSE.esp

? Badmagic - Landscape Fix for 20 -18.esp

? Cliff_BetterLetters.esp

? Oblivifall - Ambiant Dungeon SFX.esp

? P1DkeyChain.esp

? ReneerNPCNameMod.esp

? Salmo the Baker, Cobl.esp

? Alternative Start by Robert Evrae.esp

? Vampire Fire by Darkhart.esp

? Disenchant.esp

? SpellDeflection.esp

? RefScope.esp

? Disease Immunity (Oblivion + Shivering Isles).esp

? Vector.esp

? No psychic guards v1.2.esp

? Enhanced Grabbing.esp

? Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp

? CM Partners.esp

? CM Partners NPC NE.esp

? CM Partners More NPCs NE.esp

? Duke Patricks - Magic you can believe in.esp

? Visually Realistic Lava.esp

? qazFingerSnap.esp

? Bashed Patch, 0.esp



User avatar
Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Sat Feb 19, 2011 2:26 am

1) Bashed Patch - http://sites.google.com/site/oblivionpoinfo/finishinstall/bashedpatch <-- Most plugins are safe to check where they appear, with few exceptions

2) The tree popping is normal. If you install Streamline the effect should be reduced.

Stabilization - http://sites.google.com/site/oblivionpoinfo/stabilization/stabilizationmods <-- Get Streamline and use the guidelines on the "SL.ini Tweaks" page to set it up properly.

3) If certain data is in the save file from a plugin, it is very hard to remove it. You can try creating dummy plugins to get around it. (Load with the dummies and save so that the data is lost.)
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Sat Feb 19, 2011 5:20 am

1) I'd read through that list before - I think my main concern was deselecting the import cells as you'd recommended - in case I need to select them again at a later point I didn't want to screw anything up. Any of them would be safe to deselect, save game, continue, then reselect later if I find things look worse elswhere later?

2) I'd tried out Streamline about a month ago - the game didn't seem to benefit from it, so I uninstalled it to save slots - strangely enough it was about the time I uninstalled Streamline that I first noticed the odd horizontal cut-off points on the landscape.

3) The main issue I think is the different load order - I had this issue before with an earlier save from the character when I had just used BOSS for the first time - I had the same list of mods for each character but just a different LO. It would always hang on one character, but not on the other. The only way I could find around it was to create different bash profiles for the two characters and a different LO even though they were using the same mods. Over time, the mod list started diverging, but now I'd really like to continue the character. The character is played by a friend of mine when he visits, and he's been away, so I'd really like to get the character working again before he comes back!
How is the best way to create dummy esps - just boot up the CS and save an empty mod with the same name as the missing master?
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Sat Feb 19, 2011 9:31 am

1) I'd read through that list before - I think my main concern was deselecting the import cells as you'd recommended - in case I need to select them again at a later point I didn't want to screw anything up. Any of them would be safe to deselect, save game, continue, then reselect later if I find things look worse elswhere later?

2) I'd tried out Streamline about a month ago - the game didn't seem to benefit from it, so I uninstalled it to save slots - strangely enough it was about the time I uninstalled Streamline that I first noticed the odd horizontal cut-off points on the landscape.

3) The main issue I think is the different load order - I had this issue before with an earlier save from the character when I had just used BOSS for the first time - I had the same list of mods for each character but just a different LO. It would always hang on one character, but not on the other. The only way I could find around it was to create different bash profiles for the two characters and a different LO even though they were using the same mods. Over time, the mod list started diverging, but now I'd really like to continue the character. The character is played by a friend of mine when he visits, and he's been away, so I'd really like to get the character working again before he comes back!
How is the best way to create dummy esps - just boot up the CS and save an empty mod with the same name as the missing master?

1) When did I suggest deselecting import cells? (I really do not remember, sorry.) For testing you might do that, but otherwise you should follow the guidelines on that page.

2) That was probably because of Streamline's distant fog. It makes a difference...

3) You should not have a different LO for the same mods.
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Christine
 
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Post » Sat Feb 19, 2011 10:17 am

1) When did I suggest deselecting import cells? (I really do not remember, sorry.) For testing you might do that, but otherwise you should follow the guidelines on that page.


Just a couple of posts ago - I think I'll deselect one or two just to test. It'll be interesting to see if that is the case.

2) That was probably because of Streamline's distant fog. It makes a difference...


Sorry, I don't understand what you're referring to by that comment...?

3) You should not have a different LO for the same mods.


Yep, I know :)

Unfortunately, once upon a time I wasn't aware of BOSS (or FCOMHelper as it was back then), and so both of my characters had a wrong load order. After installing and running FCOMHelper/BOSS, one of my character's saves worked fine ("He Who Jumps"), and the other character's save ("Damian") wouldn't load at all - so I ended up continuing the characters but with different LOs.

Question now is, is there any way that I can repair the save for the character that won't load ("Damian")?

Damian has had an incorrect load order for possibly tens of hours hours of gameplay now, but with the "wrong" load order, at least the save loads - even if mods are screwed up, it's certainly playable with no noticable problems other than more CTDs than "He Who Jumps".

I'd now like to run the save for "Damian" with the correct load order, but can't find a way to get it to load up.

You suggested creating dummy esps - how is the best way to do this - just boot up the CS and save an empty mod with the same name as the missing master?
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Sabrina garzotto
 
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Post » Sat Feb 19, 2011 11:16 am

Just a couple of posts ago - I think I'll deselect one or two just to test. It'll be interesting to see if that is the case.



Sorry, I don't understand what you're referring to by that comment...?



Yep, I know :)

Unfortunately, once upon a time I wasn't aware of BOSS (or FCOMHelper as it was back then), and so both of my characters had a wrong load order. After installing and running FCOMHelper/BOSS, one of my character's saves worked fine ("He Who Jumps"), and the other character's save ("Damian") wouldn't load at all - so I ended up continuing the characters but with different LOs.

Question now is, is there any way that I can repair the save for the character that won't load ("Damian")?

Damian has had an incorrect load order for possibly tens of hours hours of gameplay now, but with the "wrong" load order, at least the save loads - even if mods are screwed up, it's certainly playable with no noticable problems other than more CTDs than "He Who Jumps".

I'd now like to run the save for "Damian" with the correct load order, but can't find a way to get it to load up.

You suggested creating dummy esps - how is the best way to do this - just boot up the CS and save an empty mod with the same name as the missing master?

I was saying that Streamline's distant fog covers up the "land dropping off or popping in suddenly" effect. When you removed it, it probably jumped out at you a bit.

Does that save have missing masters (red check boxes in Bash)?
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CArlos BArrera
 
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Post » Sat Feb 19, 2011 7:48 am

I was saying that Streamline's distant fog covers up the "land dropping off or popping in suddenly" effect. When you removed it, it probably jumped out at you a bit.

Does that save have missing masters (red check boxes in Bash)?


Ah, I see...thanks for the clarification on the fog.

There aren't any active red missing masters on the save game, other than the ones that I've disabled by right-clicking the missing master mod in the saves tab in bash and selecting "disable" (which adds a xx to the front of the name of the missing master and unticking the mod in the saves tab). There are about 30 missing masters associated with the save that I've disabled in bash.

Nearly all the mods on the save tab are orange, showing how incorrect the load order is to the mods on the mod tab which are correctly ordered using BOSS.

I don't mind creating dummy esps if there's a chance that it might work, if for some reason bash hasn't properly disassociated the missing master mod from the save - I'm just not sure on how best to create the dummy esp.

Or is there a way using another utility to clean out the ssve of associations with missing masters?
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Matt Fletcher
 
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Post » Sat Feb 19, 2011 3:31 am

Ah, I see...thanks for the clarification on the fog.

There aren't any active red missing masters on the save game, other than the ones that I've disabled by right-clicking the missing master mod in the saves tab in bash and selecting "disable" (which adds a xx to the front of the name of the missing master and unticking the mod in the saves tab). There are about 30 missing masters associated with the save that I've disabled in bash.

Nearly all the mods on the save tab are orange, showing how incorrect the load order is to the mods on the mod tab which are correctly ordered using BOSS.

I don't mind creating dummy esps if there's a chance that it might work, if for some reason bash hasn't properly disassociated the missing master mod from the save - I'm just not sure on how best to create the dummy esp.

Or is there a way using another utility to clean out the ssve of associations with missing masters?

There is no other utility. Orange usually does not matter much, but lots of missing masters does. You can try dummy esps, but since there are quite a number, even that may not be enough.
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Nathan Maughan
 
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Post » Sat Feb 19, 2011 10:24 am

Hi

From your original post....

"1) Graphics on buildings seem really odd - from black zig-zag lines on architecture, but which correct themselves as I get closer to the object, to horizontal cut-off points on terrain in mid-range and LOD (usually where there is also water)."

Are you still getting this problem? And are you using OBGE? I had what sounds like the same issue and it was caused by a combination of OBGE and using an old graphics card -- something to do with the way the depth buffer is worked out. If you are using OBGE, try uninstalling it and see if it stops the problem. Apparently, OBGE are aware of the problem, but as yet there's no fix.
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naana
 
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Post » Fri Feb 18, 2011 10:46 pm

Hi

From your original post....

"1) Graphics on buildings seem really odd - from black zig-zag lines on architecture, but which correct themselves as I get closer to the object, to horizontal cut-off points on terrain in mid-range and LOD (usually where there is also water)."

Are you still getting this problem? And are you using OBGE? I had what sounds like the same issue and it was caused by a combination of OBGE and using an old graphics card -- something to do with the way the depth buffer is worked out. If you are using OBGE, try uninstalling it and see if it stops the problem. Apparently, OBGE are aware of the problem, but as yet there's no fix.


Thank you, thank you, thank you! It was indeed OBGE - I had installed it a while ago, and completely forgotten that the dll was still sitting in my OBSE plug-ins folder!

My zigzag lines and horizontal cut-offs are now completely gone, and Oblivion looks beautiful again!

Well, the LOD still goes black at odd angles, but from what I remember the black LOD has been like that for a very long time.


Edit:
Darnit! I've tried the dummy esp route, and the old save still isn't working...

The save is now orange with no missing masters, although when I load the save it still warns me about missing content - then proceeds to CTD soon after clicking yes to load save anyway. Is there no way I can delete the references to the missing content in TES4Edit or similar? (sorry if this is a stupid question, I've tried using TES4Edit before but I'm completely baffled by its workings).

Am I doomed to recreate the wrong load order associated with the save (and keep separate copies of both load orders and copy and paste the relevant one into the oblivion directory twice a week when I change characters, taking an hour or so each time I do this, or are there any last options I have?
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Kortniie Dumont
 
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Post » Fri Feb 18, 2011 9:15 pm

Do you have the nVidia black screen fixes installed. Turn it on in Bash's tweaks. I do not remember which section it is in, but you should be able to find it.
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Jonathan Montero
 
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Post » Sat Feb 19, 2011 9:30 am

Ok, after a break from Oblivion while I was out of the country, I'm now back....

Summary so far: the graphics issues have now been sorted out, and I had some progress with the old save game with the incorrect load order.

I managed to get the mods associated with the Damian character synched up with the new (correct) load order by painstakingly turning off and turning on each one individually then rebuilding the patch. It took literally days to do! I could then load the save game for Damian and continue fine.

I was doing this with 2 data folders in my oblvion directory each associated with a different character - I just renamed each data folder as "unused data" when I was using the other data folder. Finally I got to the stage where both data folders were with the correct load order, with just a few additional mods that Anthony has that Damian doesn't. So I decided to try just use the one data folder - the one that works for Anthony's saves, with Damian's saves. Lo and behold it crashed on the loading screen. The Damian save is now green, so I don't know why...

So, I went back and renamed the Anthony folder as unused and loaded the Damian save within his data folder. It still worked fine. So I added one of the mods by copying from the Anthony folder - rebuilt the bashed patch, loaded the game - and freeze on load screen again. Ok, so I'll just go remove the new mod I added and go back to the Damian save that I previously got to work - I loaded the masters associated with the save that was working before, rebuilt the patch, and - you guessed it - freeze and crash again. I don't understand how it worked before, surely if I load masters and rebuild patch the same save should work again?!!?
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