[RELZ] Unofficial Ambient Dungeons

Post » Wed May 11, 2011 12:51 am

weird, I'm running windows 7 64bit and it's always updated. oh well, it was easy to fix anyway :)
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Kayla Bee
 
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Post » Tue May 10, 2011 7:10 pm

The new shader makes text look pixellated and gross, and screws up loading screens. It looks like the last game mode frame is drawn over and over instead of the loading screen. Also, one nice thing about ScreenEffects is that changes from all client mods are combined and applied by one shader. I just wrote a mod for myself using ScreenEffects, so that's an extra shader that may reduce performance or not interact well with yours. I'd really prefer a version of Ambient Dungeons that uses ScreenEffects and includes the fix described above.

Thanks for your work on this.
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zoe
 
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Post » Wed May 11, 2011 8:07 am

If the shader is looking bad to you, try swapping the debugged OBGE.dll with the original one from timeslip.

I had a very weird effect using the debugged dll on my system.
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Heather Stewart
 
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Post » Wed May 11, 2011 9:34 am

I was aware of the loading screen mess up, but I don't know why that happens. I'll revert the shader changes, so it'll use SE again, as soon as I get the time. I've got exams starting tommorrow though, so don't expect anything till next week some time.

I'm not really a fan of ScreenEffects as a mod resource, I can see that it's great for screenshotters, but if I can help it, I like mods to be dependant on as few things as possible. But it seems that SE is the best way to go in this case. :shrug:

EDIT: Oh, and shader stacking seems to work fine even without SE's help, I was testing out AD alongside the OGE stuff and it looked OK. Just so you know. :)
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Janine Rose
 
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Post » Wed May 11, 2011 1:28 am

Any chance that after OGE is more stable and complete that a version of this will use that instead of OBGE?

I ask because I still get transition crashes with OBGE (seemingly so anyway) while I seem to experience few problems with OGE (even with all shaders going).

thanks for continued work on this - watching from afar.
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Chris Duncan
 
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Post » Wed May 11, 2011 11:03 am

I'd overwritten obge.dll with the one from your Ambient Dungeons update, and that was causing strangeness even with AD disabled. Switching back to the DLL from ScreenEffects fixed the problem, and now I've got AD running fine along with ScreenEffects. Still hoping for a version of AD that uses ScreenEffects. :)
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luis dejesus
 
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Post » Wed May 11, 2011 7:50 am

OK, I uploaded a new 1.3 to TES Nexus. I've kept it unreliant on ScreenEffects, since it's perfectly compatible with both non-SE shader mods and SE shader mods as it is, and the weirdness on load doors was caused by the OBGE plugin I had included. As such, I removed the plugin, and instead updated the readme to include a link to the original OBGE, which does not have the same issues. That is the only change.

So if you're getting wierdness when going through a door, replace the OBGE you have at the moment with the original obge on Timeslip's website.
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joseluis perez
 
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Post » Wed May 11, 2011 2:41 am

sounds great! so basically the debugged OBGE.dll causes more problems that it fixes?
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Lauren Denman
 
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Post » Wed May 11, 2011 7:29 am

Looking to test out this mod over the weekend. Is there anything I should know about before diving into it?
I'm currently using OBGEv2 with SSAOv2, Depth Of Fieldv4, GodRaysv3 and Edge Detection for Edge AA.
I also have AN 0.98 and Better Cities.

Thanks
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Rachel Eloise Getoutofmyface
 
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Post » Tue May 10, 2011 9:19 pm

It should work fine, though some issues have been reported with the effect turning off/going crazy on reloading a savegame. I haven't checked it out yet, but I will once Scanti releases his OBGEv2, at which point this mod will finally go final, so I'll make sure everything works perfectly.

But yes, it should work fine. Bear in mind though that even if it looks dark because of this mod, enemies can still see you just as well as before. If you don't like that, you can set the brightness values to default.
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Jimmie Allen
 
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Post » Wed May 11, 2011 5:02 am

Thanks for the response! Looking forward to playing around with it. Looks spectacular in the screens! Only makes sense to use this along side AN.
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Melanie Steinberg
 
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Post » Wed May 11, 2011 5:01 am

Hi wrinklyninja

Just wanted to follow up with you a bit.
I installed Ambient Dungeons 1.3 but I'm not 100% for sure that it is enabled...
Couple questions I have...

Should I be using OBGE.dll or OBGEv2.dll?
Do I need to add AmbientDungeons.fx to shaderlist.txt?


Thanks for all you do man!
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Samantha Wood
 
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Post » Wed May 11, 2011 12:33 am

It should work fine with OBGEv2. Don't add the shader to shaderlist.txt though.
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suniti
 
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Post » Wed May 11, 2011 4:20 am

It should work fine with OBGEv2. Don't add the shader to shaderlist.txt though.


Ok, so that's two things I did wrong...
Let me try again :banghead:

EDIT - Got it working! Awesome effect! Just what I was hoping for. This will make me focus more on surroundings and senses when dungeon crawling!

Thanks again!
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Melung Chan
 
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Post » Wed May 11, 2011 10:18 am

v1.3.1 released.

I'm not going to be updating this any more, so it's up to Kalendra should she(?) return. The update was mainly to bring the mod out of dependency on the beta version of OBSE v18, and to use OBGEv2, which has matured sufficiently now IMHO.

Changelog:

v1.3.1
- Switched OBGE requirement to OBGEv2, which fixes a number of bugs that were present in the original.
- Optimised script.
- Fixed effect stacking and removal issues on loading of a different savegame.
- Included You Are Here in the archive.
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gandalf
 
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Post » Wed May 11, 2011 12:44 pm

awesome, thanx very much for the update :)
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:)Colleenn
 
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Post » Wed May 11, 2011 4:07 am

Wrinklyninja ; How does this play with Cava Obscura? Are they trying to do the same thing?
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Greg Swan
 
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Post » Wed May 11, 2011 7:35 am

Wrinklyninja ; How does this play with Cava Obscura? Are they trying to do the same thing?

No. They might an overlapping effect, but they're trying to do different things:

Darker dungeons mods reduce the amount of light available to see by in dungeons, affecting the visuals and the ability to see stuff, including other NPCs/creatures lurking in the dark. This doesn't just affect the player: since it affects the amount of light in the game, NPCs/creatures will also find it harder to see you.

Ambient Dungeons changes the ambience of scenes, in dungeons and elsewhere to affect the 'mood' or 'atmosphere' of the area as it were. It is a shader effect, so it changes what you see on your screen, by modifying the picture that gets sent to your screen, changing the saturation, contrast and brightness. Since it's not doing anything to the game, it obviously won't affect anything apart from what you see the game like.

Clearly, Ambient Dungeons can darken the dungeons and so it can overlap with darker dungeons mods. The mod's default settings are for vanilla though, so if you've already got pretty dark dungeons, you should change the settings, particularly setting brightness to not be altered, so that the darkness isn't further affected.

I've seen people pretty much flame this mod because it's 'a fake' and so on, screwing up the dungeons and making it unfair and broken by letting NPCs see you but you not see them: such people are completely missing the point. It's not a darker dungeons mod, it's a scene ambience mod, and you will probably need to tailor the settings a little for what your setup is like.
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Madison Poo
 
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Post » Wed May 11, 2011 9:28 am

Hi Wrinkly,

1. any suggested INI value for Ambient Dungeons when used alongwith Cava Obscura and AN with Real Lights option?

(Please note I'm not using any additional shader atm)

2. Also, any suggested value for torch light radius?

I'm using ROM DLT's INI to tweak that, but I'm getting inconstintent results when testing in the tutorial dungeon -
first part and rats/goblins sections are 99% pitch black and practically unplayable even with torch, then final sewers are dark the same but with lit torch I can light up whole rooms..

Also, rooms reached by external light (overhead grates) at times are damn dark even when it's day outside, and others are beautifully illuminated..

Maybe this dungeon isn't optimized by Cava Obscura.. But if it is, any idea?

(haven't played other dungeons as I'm still configuring my setup)

Cheers :)
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~Sylvia~
 
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Post » Wed May 11, 2011 1:40 pm

Hi Wrinkly,

1. any suggested INI value for Ambient Dungeons when used alongwith Cava Obscura and AN with Real Lights option?

(Please note I'm not using any additional shader atm)

2. Also, any suggested value for torch light radius?

I'm using ROM DLT's INI to tweak that, but I'm getting inconstintent results when testing in the tutorial dungeon -
first part and rats/goblins sections are 99% pitch black and practically unplayable even with torch, then final sewers are dark the same but with lit torch I can light up whole rooms..

Also, rooms reached by external light (overhead grates) at times are damn dark even when it's day outside, and others are beautifully illuminated..

Maybe this dungeon isn't optimized by Cava Obscura.. But if it is, any idea?

(haven't played other dungeons as I'm still configuring my setup)

Cheers :)

No ideas, sorry. I don't use AD myself any more.
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MISS KEEP UR
 
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