Graphical Weirdness - help me find the file path

Post » Tue May 03, 2011 6:21 am

I am having graphical trouble with the effect of a few "drain" spells. Basically, I am plagued by low-res dots from the drain attribute effect. I have added a bunch of texture replacers, and something made the drain spell graphic real weird.

Please see the http://bildr.no/view/847529 and http://bildr.no/view/847530. If anyone can point me out to where the icons/graphics (for the lack of a better term) are located for this drain effect in the Oblivion directory, I would appreciate that information. I am planning to delete that replacer, and that way figure out through BASH what mod/texture replacer package added them in the first place.

I am also using OBGE with godrays+Normal AA shaders +enhanced seasons - is this a known side-effect from that?
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Louise Andrew
 
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Post » Tue May 03, 2011 12:51 am

I got something like that a long while ago when using a Detect Life mod (or was it Night-Eye?). It messed up the shaders for other spell effects somehow.
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Nicole Coucopoulos
 
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Post » Mon May 02, 2011 9:32 pm

Although I have no idea which mod has caused that; the actual problem is easy. For some reason the nif/shader is using the wrong alpha blending for the texture that's being used. So either the nif's been changed, or the texture's been changed (the resolution of the texture looks fine to me btw), or both, but they're no longer "in sync" for what the nif expects the texture to be like and what the texture is actually like. If you can track down the texture, you could easily fix it by opening it in Gimp, and using the "colour to alpha" option and use black "000000" as the colour to switch to alpha. Or find the magic effect nif and change the NiAlphaProperty flags to something more appropriate (not quite as simple). Not so sure about magic shaders; never looked at them.

Et voila, fixed.

Vac
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Leah
 
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Post » Tue May 03, 2011 6:18 am

Although I have no idea which mod has caused that; the actual problem is easy. For some reason the nif/shader is using the wrong alpha blending for the texture that's being used. So either the nif's been changed, or the texture's been changed (the resolution of the texture looks fine to me btw), or both, but they're no longer "in sync" for what the nif expects the texture to be like and what the texture is actually like. If you can track down the texture, you could easily fix it by opening it in Gimp, and using the "colour to alpha" option and use black "000000" as the colour to switch to alpha. Or find the magic effect nif and change the NiAlphaProperty flags to something more appropriate (not quite as simple). Not so sure about magic shaders; never looked at them.

Et voila, fixed.

Vac


Thanks for the comments Arkngt and Vac.

@Arkngt: I'll look more into what night-eye/detect life mods I have applied. I was on a binge of texture replacer mods a while ago, and have now forgotten what mod added which feature. BAIN will come to the rescue again.

@Vac: Do you know the path for the magic effect texture or mesh? Maybe I'll just delete anything that is overwriting the one from Oblivion BSA and see if that solves this issue. WIll help me identify the mod as BAIN would then show that package as red with missing information... I am assuming the original nif and texture are present in the Oblivion BSA so that I have the original to go back to...
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Manny(BAKE)
 
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Post » Mon May 02, 2011 7:22 pm

Anyone know the file path for the offending mesh/texture?
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Chelsea Head
 
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Post » Tue May 03, 2011 7:58 am

Data\textures\magic ? That's where all my replacement magic effects have ended up.
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katie TWAVA
 
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Post » Mon May 02, 2011 7:41 pm

Well, I disabled a bunch of candle mods, better magic fireball, better sparks mods etc., and the problem went away. Now I just have to isolate which among those caused the problem in the first place... None of them seemed obvious candidates looking at the textures they were replacing...

PS: What is Initial Glow supposed to do? I have it installed, and my player character still shows a purple sheen around him as he is wearing magic armor. The glow does not go away as I thought it should The Initial Glow mod has been merged into the bashed patch as tagged by BOSS, so it is installed properly.

Also, is there a mod to remove the magic effect icons I show in the picture earlier? Wearing any armor that has a "drain attribute" effect will essentially mean that I am perpetually followed by these magical sparks...
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Trey Johnson
 
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Post » Tue May 03, 2011 1:42 am

PS: What is Initial Glow supposed to do? I have it installed, and my player character still shows a purple sheen around him as he is wearing magic armor. The glow does not go away as I thought it should The Initial Glow mod has been merged into the bashed patch as tagged by BOSS, so it is installed properly.


If you mean http://www.tesnexus.com/downloads/file.php?id=5138 it has always worked for me, except with a previous version of Wrye Bash/Bashed Patch when it only worked if checked. Not sure what that was - but it works when merged since quite a while for me. In short, perhaps update Wrye Bash if you're running an old version?
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Greg Cavaliere
 
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Post » Tue May 03, 2011 10:57 am

If you mean http://www.tesnexus.com/downloads/file.php?id=5138 it has always worked for me, except with a previous version of Wrye Bash/Bashed Patch when it only worked if checked. Not sure what that was - but it works when merged since quite a while for me. In short, perhaps update Wrye Bash if you're running an old version?

I have the latest WB v291, so that is not the issue. Regardless, I'll try activating the checkmark and see if that makes a difference...
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djimi
 
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Post » Mon May 02, 2011 11:59 pm

If you mean http://www.tesnexus.com/downloads/file.php?id=5138 it has always worked for me, except with a previous version of Wrye Bash/Bashed Patch when it only worked if checked. Not sure what that was - but it works when merged since quite a while for me. In short, perhaps update Wrye Bash if you're running an old version?

I have the latest WB v291, so that is not the issue. Regardless, I'll try activating the checkmark and see if that makes a difference...
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Dalley hussain
 
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Post » Tue May 03, 2011 3:43 am

I had a similiar issue with one of my last oblivion installations, which were heavily modded.
i used wecops.dll together with an old version of osr.dll, and the effect was similiar, but the textures werent black, but white.
in a new installation with obgev2 4.2, this error didnt occur anymore, though using both dll#s together again.
fyi..
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Jessie Rae Brouillette
 
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