[RELz] Really AEVWD - Thread #5

Post » Tue Mar 08, 2011 10:36 pm

Which is odd because RAEVWD affects Distant landscapes, not the immediate foreground!


Believe me I know that and I wish I could explain it but Oblivion moves in mysterious ways :P.
Anyway RAEVWD reinstalled(BAIN is really a lifesaver, select the 4 mods, click install and pop it's done), fixes installed and everything is back to normal with the added ruins in the distance :).

Thanks again Deathb0rn for the fixes and Arthmoor for the mod.
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Chica Cheve
 
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Post » Wed Mar 09, 2011 1:50 am

Just a couple of questions on some things with viewing distance that confuse me. Reciting quickly from post #1:

1. uGridDistantCount in the Oblivion.ini file is set to 25 by default. Lowering this to 20 or even 15 will provide a dramatic improvement.

Is this the only setting in Oblivion.ini that I can experiment with to regulate outside LOD viewing distance?

And the smaller the value, the less far is the viewable distance, right?

See, I am currently not yet using RAEVWD but definitely thinking about it. I've read (and know from experience) that one can use Streamline to regulate the viewing distance via fog. I guess I have not fully understand how exactly that works in SL, though. There was this .html file provided that you could look up for max and min distance values (like min= 15'000 and max = 65'000 or whatever) and in relation to that you would have to change another value, I think it was that uGridDistantCount... I just didn't get the hang of it.

But SL is not really necessary, right? Fiddling with the "uGridDistantCount" value, I can directly set my LOD view distance, right? Really just asking because I do not use SL at all anymore, and do not really want to re-install it if I can avoid it.

Just to give you an example, http://i35.photobucket.com/albums/d191/haegint/Oblivion/LOD_01.jpg. This is the view southwards to Cheydinhal from near Azura's shrine. Whatever my settings presently are (I would have to check), I feel like I can see too far. This is with viewing distance at 100 pct. from the in-game graphics settings. I am using Bomret textures plus all of Corepc Vibrant sets, including the LOD grain filter. They include some LOD textures as well if I'm not mistaken. So I do have them, too. But RAEVWD is something else still, or something in addition, right?

So what I'd like to do in the first place is to get a somewhat more realistic (for me) viewing distance, if possible without resorting to Streamline. Once I have figured that out, I want to try out RAEVWD to see more buildings and structures.

Sorry for the somewhat incoherent, cluttered post. It really speaks of my confusion. If you can straighten me out, I'd highly appreciate. Thanks so much!
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Roisan Sweeney
 
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Post » Wed Mar 09, 2011 9:37 am

Is this the only setting in Oblivion.ini that I can experiment with to regulate outside LOD viewing distance?

You also have a similar setting for trees, uGridDistantTreeRange. It makes sense to make the two the same - at least if hiding the terrain behind in Streamline fog.

And the smaller the value, the less far is the viewable distance, right?
Right, I believe this is simply a cell distance value.


See, I am currently not yet using RAEVWD but definitely thinking about it. I've read (and know from experience) that one can use Streamline to regulate the viewing distance via fog. I guess I have not fully understand how exactly that works in SL, though. There was this .html file provided that you could look up for max and min distance values (like min= 15'000 and max = 65'000 or whatever) and in relation to that you would have to change another value, I think it was that uGridDistantCount... I just didn't get the hang of it.
Check http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1073686&view=findpost&p=15613557 post of mine. In short, that htm file just tells which min/max fog settings that make the fog take over at the distance where the distant objects become invisible.

But SL is not really necessary, right? Fiddling with the "uGridDistantCount" value, I can directly set my LOD view distance, right? Really just asking because I do not use SL at all anymore, and do not really want to re-install it if I can avoid it.
True. The downside of not using SL is that you can then clearly see the mountainside on the other side of the valley being devoid of any structures, but when getting a bit closer, they pop up. Just the same as what you experience now, just that they will pop up much further away, and therefore still be much more immersive.

Just to give you an example, http://i35.photobucket.com/albums/d191/haegint/LOD_01.jpg. This is the view southwards to Cheydinhal from near Azura's shrine. Whatever my settings presently are (I would have to check), I feel like I can see too far. This is with viewing distance at 100 pct. from the in-game graphics settings. I am using Bomret textures plus all of Corepc Vibrant sets, including the LOD grain filter. They include some LOD textures as well if I'm not mistaken. So I do have them, too. But RAEVWD is something else still, or something in addition, right?
You say you feel you can see too far, do you by that mean that you don't want to be able to see the distant mountainside? If so, uGridDistantCount or RAEVWD will not change that. The only way (I know of) to hide the distant terrain is to hide it in (Streamline) fog.

What RAEVWD does, is to make distant forts, ruins, houses, shrines, etc. visible up to the range defined in uGridDistantCount. In your example, that would mean to see all such objects in the distant countryside. Without RAEVWD, such objects are only visible two cells away, instead of 15 (or 25 or whatever you set uGridDistantCount to). The objects added by RAEVWD are if course optimized, low-detail versions (which automatically get replaced by the full version when they get within 2 cell distance), but will still affect your framerate quite a bit.

So RAEVWD doesn't in any way affect the terrain (including trees), but make you see buildings and structures (including the biggest stone types) from a distance. If you want to hide the distant terrain, you must add Streamline. But you can easily disable the Streamsmooth feature, etc. Personally I have Streamline for the fog and for manual purge/save, but have disabled everything else.
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electro_fantics
 
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Post » Wed Mar 09, 2011 2:38 am

Hey NiceOne, thanks a lot for your most informative post.

Yes, tree distance, I'm aware of that, thanks.

OK I read your post that you linked about the Streamline distance settings. I understand the minimum setting. But why does the maximum value ever has to change? Basically you want to see as far aout as 15 (or whatever value) cell distance counts, and beyond it, there should just be fog until "infinity". So I would understand it to be logical. I can't see how the maximum setting comes into play.

Rethinking myself, OK, maybe the SL fog is applied gradually, starting at minimum and getting to full fog at maximum? Yeah, I guess like this it would make sense.

OK, so if I DO NOT do it with SL fog, the LOD pop-in will occur at 15 cells away, instead of 2 as it is now, right?

You say you feel you can see too far, do you by that mean that you don't want to be able to see the distant mountainside?

Yes, this is what I'd like to have: See only so far (say 15 "kilometers"), and beyond that only fog. Like in reality. :) Going back to my screenie, the "vanilla fog" is only WAAAAYY beyond Cheydinhal. I think it should be cut off somewhere around Cheydinhal, I guess. Picture was taken on a bit of a hazy day (All Natural Weather), hence the fog in the very far distance. On a clear day, one could probably see all the way to Bravil or Leyawiin which is just too much. :)

OK then, so I guess I have to re-install SL then. Well it's not a biggie. I'll enable only the fog function then. For rotational auto-saving I am using Kuertee autosave and time, by the way. It's very good, and the time changing functions are nice too! I can recommend it!

NiceOne, I also remember there were settings in SL where you could set viewing distance for in the water: What are you using there, just to give me an idea.
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GabiiE Liiziiouz
 
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Post » Wed Mar 09, 2011 3:19 am

You already got a pretty good explanation, so no need in me repeating it all :)

What I did with my uGridDistantCount was to set that to 18, then set uGridDistantTreeRange to 20. This way the objects will stop before the trees do and presents the impression that the trees obscured them at that distance. It works out pretty well, and netted a slight boost to FPS in certain directions.

When you're looking for settings for the Streamsight fog values, the in-game menu for Streamline has an option you can click to set things to the preset recommended values. Those work fairly well. The fog then obscures everything beyond whichever uGridDistant* value is larger. The only thing you see past that is a silhouette of the mountains. Keep in mind that this is largely for visual purposes. It won't really make a big difference in FPS since everything you're wanting to see is still rendered and on screen. The bare stripped landscape isn't much of an issue as far as FPS.

Streamsight also has a pretty big negative when you move indoors. It's fog management does NOT stop when you go through the door and you will end up with dungeons having no interior fog at all even if they're supposed to. Most dungeons have CS fog values that are well below the usual 25,000 that Streamsight uses as a base.

For water, mine is currently set to use 0 as a base, and ends at 5000. So about 1 1/4 cells distance.
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Kay O'Hara
 
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Post » Wed Mar 09, 2011 9:02 am

Thank you Arthmoor and NiceOne, once again. Yes TNO's explanation and now yours are really setting me up perfectly. I played with the SL settings earlier this evening, made a few http://i35.photobucket.com/albums/d191/haegint/Oblivion/SL_fog_off.jpg and http://i35.photobucket.com/albums/d191/haegint/Oblivion/SL_fog_on.jpg screenies and am perfectly happy with the result: Note how the IC has been fogged away. Pics were taken from near Gutted Mine looking south again. I set both trees and non-tree count to 15, but I will change that still like you do with different values. That's actually a pretty clever trick! :)

With SL sorted out and understood I went ahead and installed RAEVWD, but only the 00 core pack plus the "01 Cities" .esp's. Installation with BAIN went smoothly. I then let Tes4LODgen run. It created over 11'000 (!!) new objects into the DistantLOD folder. I read about hickups on Tesnexus with the generation process, freezes and stuff but for me it went all well. Within 2 minutes it was already finished! :) I then played for about 2 hours, and it all worked right out of the gate and was stable as before. I did not notice any FPS issues until now. I will add more RAEVWD components gradually later on. I understand that eventually there may be a FPS hit, but that's OK.

Water SL fog values I have set min to zero as recommended in the SL.ini, and max I have at 2000. I have not yet been in the water though. Last time I used SL it was at 2500, and that appeared still a bit too clear too far for me.

So another totally satisfied customer, thanks very mucho!! :thumbsup:


EDIT: Just to clarify before anybody is asking or complaining as to why there is not much to see in terms of new LOD structures: The 2 screenies above were taken BEFORE I have installed RAEVWD, just for testing the SL fog! So that's vanilla LOD (plus Bomret/Vibrant), OK! :)
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elliot mudd
 
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Post » Wed Mar 09, 2011 8:51 am

Here's a couple of screenshots I took to show how Streamline's fog and RAEVWD work together.

http://img707.imageshack.us/img707/5658/raevwd1.jpg is towards Cheydinhal, not far from Azura's Shrine too. As you see, the far-away mountains are covered in fog. Also notice the Ayleid Ruin on the left that is visible thanks to RAEVWD.

http://img534.imageshack.us/img534/6789/raevwd2.jpg is towards Skingrad. If you look around, you'll see a really large Ayleid Ruin on the right, but also a statue, several houses and some other features, thanks to RAEVWD. And the mountains are again covered in fog.


Both shots were made in very clear weather, so the fog is purely from Streamline.

Edit: I see Tommy_H and I crossposted, but no harm done.
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Eileen Müller
 
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Post » Wed Mar 09, 2011 12:11 am

I see Tommy_H and I crossposted, but no harm done.

Indeed, none at all! :) Very nice pics! Yes I recognize the Sanguine shrine and stuff. Very cool!

I presume for the pic towards Cheydinhal, you have turned on the "acrchitecture" subfolder? Cuz' my Cheydinhal does not yet look as nicely. And yes the fog really works very natural, so to say! Also with only the mountain silouettes remaining, it all looks really much better than without the fog!
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Kortniie Dumont
 
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Post » Wed Mar 09, 2011 5:25 am

With SL sorted out and understood I went ahead and installed RAEVWD, but only the 00 core pack plus the "01 Cities" .esp's.


Just so you're aware, the 01 folder does nothing unless you install the architecture folders that go with the plugins. You are effectively running with only the 00 objects showing which is why you're not seeing an FPS hit. The "Core only" install is the only option that won't impact performance at all, and quite possibly gives a slight edge over vanilla.

You'll begin to notice the drop-off once you start installing other components. Ayleid ruins and Imperial forts provide quite the difference at very little cost in frames for example.
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Dean Ashcroft
 
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Post » Wed Mar 09, 2011 5:17 am

Just so you're aware, the 01 folder does nothing unless you install the architecture folders that go with the plugins.

Ok... I see... so if I do not enable the "Architecture" folder, I can just as well disable the "01 .esp's" altogether again, right?

IIRC from earlier in the thread, architecture is relatively "heavy" in comparison to some of the other modules, is it not?

OTOH, 30 FPS in the outside is usually not a problem with my rig. I think tonight I'll be turning on Ayleids and forts, and to your trick with the different uGridDistance counts. I'll report then how it went.
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Wayne Cole
 
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Post » Wed Mar 09, 2011 5:30 am

I think tonight I'll be turning on Ayleids and forts, and to your trick with the different uGridDistance counts.
Note that if you use Streamline's fog, there's no reason to use Arthmoor's trick of different uGridDistance values. Arthmoor's trick is to give the impression that the ruins etc. are hidden by trees at the distances where they are invisible, which essentially is the same as what you use Streamline for - to give the impression that the things are hidden by fog.
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Chris Duncan
 
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Post » Wed Mar 09, 2011 3:28 am

Note that if you use Streamline's fog, there's no reason to use Arthmoor's trick of different uGridDistance values. Arthmoor's trick is to give the impression that the ruins etc. are hidden by trees at the distances where they are invisible, which essentially is the same as what you use Streamline for - to give the impression that the things are hidden by fog.

Ah, oh... alright, thanks for the mention. Well, I'll experiment a little, see what I like best. :)
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Sammygirl500
 
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Post » Wed Mar 09, 2011 4:55 am

Well actually the trick isn't strictly for the same reason as the fog. It's more to squeeze a few extra frames out of things at distances where you'll hardly notice the difference anyway.

Yes, the architecture folder is the big heavy hitter. That's why the Imperial City stuff was separated from the other cities in the 1.7 update. I've seen instances where you can install everything but the two architecture folders and barely notice the difference in frame rates.
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Claire Vaux
 
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Post » Wed Mar 09, 2011 7:15 am

Streamsight also has a pretty big negative when you move indoors. It's fog management does NOT stop when you go through the door and you will end up with dungeons having no interior fog at all even if they're supposed to. Most dungeons have CS fog values that are well below the usual 25,000 that Streamsight uses as a base.



Didn't know this impacted interior cells too. Thanks for that tip Arthmoor! I'll have to re-think my FPS saving strategy a bit.
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Georgine Lee
 
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Post » Tue Mar 08, 2011 11:32 pm

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1073686&view=findpost&p=15613550 It seems to be doing the job for me so far. It's a bit hackish but sometimes hackish is good :)
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Taylor Thompson
 
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Post » Wed Mar 09, 2011 12:29 pm

OK so I added Ayleid Ruins and Forts folders to my RAEVWD installation.

RAEVWD Newbies listen up: After selection (and re-install) in BAIN, at first, I started up the game and it ran fine BUT.... the ruins and forts were not visible! :shocking: So... exit the game, and LET Tes4LODGen RUN AGAIN. Then re-start the game and now the new structures were visible as they should be. So remember, if you're adding / installing new folders to let the Tes4LODGen run immediately thereafter! Just wanted to reiterate this point. ;)

I made another comparison shot from west of the IC (near the bridge from Arthmoor's NRB mod) viewing towards Bruma, which can be seen on the mountain top in the middle.

http://i35.photobucket.com/albums/d191/haegint/Oblivion/RAEVWD_02Fog.jpg
http://i35.photobucket.com/albums/d191/haegint/Oblivion/RAEVWD_02NoFog.jpg

As to setting uGrid view distance and Arthmoor's trick (just call like this) vs. SL fog, it just bugs me that you can see totally clear for so far without SL fog. See the difference in the mountain tops behind Bruma. Without fog, you can even see the indiviual pinnacles (crenels ?) of the Bruma city wall which would seem pretty impossible in reality. So I feel that the SL fog gives the more natural impression. So for now, I'll stick with the fog. But I guess it's just a matter of taste - and a game - after all. :)

It's quite amazing how many structures suddenly become visible. http://i35.photobucket.com/albums/d191/haegint/Oblivion/RAEVWD_03aFog.jpg taken from the same spot but looking east towards Cheydinhal (you can see the road in the middle of the pic). I marked the new structures with a red dot. FPS wise I did not notice any big hit yet, maybe a small one but totally manageable. I will add another folder tonight. But which?? Any suggestions welcome!

I really love it! How could I play for so long without it?? :lol:
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Penny Flame
 
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Post » Wed Mar 09, 2011 1:49 am

Arthmoor

What are the lowres/creatures/bearbrown textures used for?
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Dj Matty P
 
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Post » Tue Mar 08, 2011 10:18 pm

Those are just base textures. The Anequina extension is the only thing using them for now. Mr. Siika used those on his minotaur huts.
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Brandi Norton
 
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Post » Wed Mar 09, 2011 7:38 am

The distance with which VWD objects are displayed is controlled by uGridDistantCount in the .ini, correct? Outside of the other variable uGridDistantTreeRange, is there any other control that we have over draw distance?

The reason I ask is that I recently have been running with my uGridDistantCount between 10 and 15. That provides enough view distance for VWD objects IMO. However, the engine also seems to indirectly use uGridDistantCount to determine how much distant land to draw. See these two examples:

http://i379.photobucket.com/albums/oo238/robert_w_wilde/ugrid12.jpg The mountains in the center left are cut short as their landscape LOD mesh is not being rendered.

http://i379.photobucket.com/albums/oo238/robert_w_wilde/ugrid13.jpg The mountain peak is visible as the landscape LOD containing the peak is being rendered.

Now, those extra landscape LODs by themselves put very little pressure on the engine (at least in my case, and that's probably universal as each mesh is only 100 or 200k), but increasing uGridDistantCount means rendering a lot of additional VWD objects which do put the engine through a workout.

Is there any other parameter that might allow the landscape to be rendered further out without increasing the VWD objects being rendered, or is that ratio of object/landscape depth static?
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MISS KEEP UR
 
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Post » Wed Mar 09, 2011 10:33 am

Interesting, I've never experienced the "cut-off" distant mountains!? :huh:

It is/was my understanding tha the game will always render the full 25 grids (unless you use SL fog), but it would skip rendering any details beyond the uGridDistance you have set in the Oblivion.ini. So your's being cut-off I find bizarre but I can't say if it's a defect/bug or work as intended. However, the cut off actually looks pretty good in this case. But that's not the point of course.
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JUan Martinez
 
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Post » Wed Mar 09, 2011 12:47 pm

I've never seen that either. Though it looks like what's described here:

set SLv.ExtremeClipping to 0 ; Turn on clipping behind distant fog?
; Gains FPS, but can cause some
; clipping of distant mountains


That's from the sl.ini file in Streamline. Double check you haven't changed that to a 1.
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Kelly James
 
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Post » Wed Mar 09, 2011 11:44 am

I've never seen that either. Though it looks like what's described here:


That's from the sl.ini file in Streamline. Double check you haven't changed that to a 1.


I'm not using Streamline at the moment. So the expected behavior is that the amount of landscape rendered should be independent of uGridDistantCount and that there isn't any known variable that can adjust the amount of landscape rendered?

Wow, I wonder what's messed up with my install. For as long as I can remember, I've always seen a shrinking of distant land rendering as uGridDistantCount was lowered. Which has been quite annoying because I'd like to run with uGrid at 10 combined with a higher uGrid for trees + either Streamline fog or Depth of Field blur to mask the point where the VWD objects stop rendering. However, because of the lack of distant landscape rendering, until recently I've played with the default uGrid of 25 and limited RAEVWD objects.
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kennedy
 
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Post » Tue Mar 08, 2011 8:27 pm

Yes. Landscape should be independent of uGridDistantCount. Anytime I've seen shots of the adjusted screens without Streamsight fog, they show a clear termination where the objects and trees end and all you're left with is bare landscape for the rest of the view.

It's possible some ini setting nobody has played with yet did this. Perhaps you could post yours so we can look for something that's been changed?
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Tyrone Haywood
 
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Post » Tue Mar 08, 2011 9:41 pm

I was reading this thread today and I thought I'd try those settings because I wanted to see the treeline farther but the lod closer. I got the exact same behaviour that wilde describes. When standing as far as fort Alessia and looking towards the mountains, parts of them didn't draw until I got much closer. Furthemore, I made a save with TreeRange at 20 and Count at 18. When trying to load that save my game would just CTD at he end of the load cycle. Moved TreeRange to 21 and Count to 19, same thing. Kept Treerange at 21 moved Count to 20 and things seem to work again. Odd.
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Michelle Serenity Boss
 
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Post » Wed Mar 09, 2011 4:28 am

Yes. Landscape should be independent of uGridDistantCount. Anytime I've seen shots of the adjusted screens without Streamsight fog, they show a clear termination where the objects and trees end and all you're left with is bare landscape for the rest of the view.

It's possible some ini setting nobody has played with yet did this. Perhaps you could post yours so we can look for something that's been changed?


I don't think there's anything too non-standard about my ini, but I've attached it below. I've spent some time playing with a number of settings, but the only thing that would increase my landscape view distance was uGridDistantCount. Another oddity, I can reduce the view distance / clipping plane use SetClipDist, but not increase it.

No matter how high I set the clipping distance with SetClipDist I was unable to produce the farther clipping I have with uGridDistanctCount=13 while uGridDistantCount was 12. So whatever is going on is providing a uGridDistanctCount-dependent maximum clipping distance that is even over-riding the value set by SetClipDist.


[General]SStartingCell=SStartingCellY=SStartingCellX=SStartingWorld=STestFile10=STestFile9=STestFile8=STestFile7=STestFile6=STestFile5=STestFile4=STestFile3=STestFile2=STestFile1=bEnableProfile=0bDrawSpellContact=0bRunMiddleLowLevelProcess=1iHoursToSleep=3bActorLookWithHavok=0SMainMenuMusicTrack=special\tes4title.mp3bUseEyeEnvMapping=1bFixFaceNormals=0bUseFaceGenHeads=1bFaceMipMaps=1bFaceGenTexturing=1bDefaultCOCPlacement=0uGridDistantTreeRange=15uGridDistantCount=12uGridsToLoad=5fGlobalTimeMultiplier=1.0000bNewAnimation=1fAnimationDefaultBlend=0.1000fAnimationMult=1.0000bFixAIPackagesOnLoad=0bForceReloadOnEssentialCharacterDeath=1bKeepPluginWhenMerging=0bCreate Maps Enable=0SLocalSavePath=Saves\SLocalMasterPath=Data\bDisableDuplicateReferenceCheck=1bTintMipMaps=0uInterior Cell Buffer=3uExterior Cell Buffer=36iIntroSequencePriority=3bPreloadIntroSequence=1fStaticScreenWaitTime=3.0000SCreditsMenuMovie=CreditsMenu.bikSMainMenuMovie=Map loop.bikSMainMenuMovieIntro=Oblivion iv logo.bikSIntroSequence=iFPSClamp=0bRunVTuneTest=0STestFile1=bActivateAllQuestScripts=0fQuestScriptDelayTime=5.0000SMainMenuMusic=Special\TES4Title.mp3bUseThreadedBlood=0bUseThreadedMorpher=0bExternalLODDataFiles=1bBorderRegionsEnabled=0bDisableHeadTracking=0bTrackAllDeaths=0SCharGenQuest=0002466EuiFaceGenMaxEGTDataSize=67108864uiFaceGenMaxEGMDataSize=67108864SBetaCommentFileName=bCheckCellOffsetsOnInit=0bCreateShaderPackage=0uGridDistantTreeRangeCity=4uGridDistantCountCity=4bWarnOnMissingFileEntry=0iSaveGameBackupCount=1bDisplayMissingContentDialogue=1SSaveGameSafeCellID=2AEEAbAllowScriptedAutosave=1bPreemptivelyUnloadCells=0bCheckIDsOnInit=0iNumBitsForFullySeen=248iPreloadSizeLimit=26214400SOblivionIntro=OblivionIntro.bikbUseHardDriveCache=0bEnableBoundingVolumeOcclusion=0bDisplayBoundingVolumes=0bUseThreadedTempEffects=0bUseThreadedParticleSystem=0bUseMyGamesDirectory=1[Display]uVideoDeviceIdentifierPart1=3619102270uVideoDeviceIdentifierPart2=298796352uVideoDeviceIdentifierPart3=655515436uVideoDeviceIdentifierPart4=902545923fDecalLifetime=30.0000bEquippedTorchesCastShadows=1bReportBadTangentSpace=0bStaticMenuBackground=1bForcePow2Textures=0bForce1XShaders=0bHighQuality20Lighting=0bAllow20HairShader=1bAllowScreenShot=0iMultiSample=0bDoTallGrassEffect=1bForceMultiPass=1bDoTexturePass=1bDoSpecularPass=1bDoDiffusePass=1bDoAmbientPass=1bDoCanopyShadowPass=1bDrawShadows=0bUseRefractionShader=1bUse Shaders=1iNPatchNOrder=0iNPatchPOrder=0iNPatches=0iLocation Y=0iLocation X=0bFull Screen=1iSize W=1920iSize 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Left=001EFFFFSlide Right=0020FFFFUse=00FF0009Activate=0039FF03Block=00380108Cast=002EFF06Ready Item=0021FF02Crouch/Sneak=001DFF00Run=002AFFFFAlways Run=003AFFFFAuto Move=0010FFFFJump=0012FF01Toggle POV=00130205Menu Mode=000FFF04Rest=0014FF0AQuick Menu=003BFFFFQuick1=0002FF20Quick2=0003FF21Quick3=0004FF22Quick4=0005FF23Quick5=0006FF24Quick6=0007FF25Quick7=0008FF26Quick8=0009FF27QuickSave=003FFFFFQuickLoad=0043FFFFGrab=002CFF07bInvertYValues=0fXenonLookXYMult=0.0005fMouseSensitivity=0.0020;X = 1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6iJoystickMoveFrontBack=2iJoystickMoveLeftRight=1fJoystickMoveFBMult=1.0000fJoystickMoveLRMult=1.0000iJoystickLookUpDown=6iJoystickLookLeftRight=3fJoystickLookUDMult=0.0020fJoystickLookLRMult=0.0020fXenonMenuMousixYMult=0.0003bBackground Mouse=0bBackground Keyboard=1bUse Joystick=0fXenonLookMult=0.0030fXenonMenuStickSpeedMaxMod=5.0000iXenonMenuStickSpeedThreshold=20000iXenonMenuStickThreshold=1000;Language values: 0-English, 1-German, 2-French, 3-Spanish, 4-ItalianiLanguage=0SlideLeft=001EFFFFSlideRight=0020FFFFfXenonMenuStickMapCursorMinSpeed=1.0000fXenonMenuStickMapCursorMaxSpeed=15.0000fXenonMenuStickMapCursorGamma=0.1700fXenonMenuStickSpeedPlayerRotMod=3000.0000fXenonMenuDpadRepeatSpeed=300.0000fXenonMenuStickSpeed=300.0000iXenonMenuStickDeadZone=15000[Water]fAlpha=0.5000uSurfaceTextureSize=128SSurfaceTexture=waterSNearWaterOutdoorID=NearWaterOutdoorLoopSNearWaterIndoorID=NearWaterIndoorLoopfNearWaterOutdoorTolerance=1024.0000fNearWaterIndoorTolerance=512.0000fNearWaterUnderwaterVolume=0.9000fNearWaterUnderwaterFreq=0.3000uNearWaterPoints=8uNearWaterRadius=1000uSurfaceFrameCount=32uSurfaceFPS=12bUseWaterReflectionsMisc=0bUseWaterReflectionsStatics=0bUseWaterReflectionsTrees=0bUseWaterReflectionsActors=0bUseWaterReflections=1bUseWaterHiRes=1bUseWaterDisplacements=1bUseWaterShader=1uDepthRange=125bUseWaterDepth=1bUseWaterLOD=1fTileTextureDivisor=4.7500fSurfaceTileSize=2048.0000uNumDepthGrids=3[Audio]bDSoundHWAcceleration=1fMinSoundVel=10.0000fMetalLargeMassMin=25.0000fMetalMediumMassMin=8.0000fStoneLargeMassMin=30.0000fStoneMediumMassMin=5.0000fWoodLargeMassMin=15.0000fWoodMediumMassMin=7.0000fDialogAttenuationMax=35.0000fDialogAttenuationMin=7.7500bUseSoundDebugInfo=1fUnderwaterFrequencyDelta=0.0000bUseSoftwareAudio3D=0fDefaultEffectsVolume=0.8000fDefaultMusicVolume=0.3000fDefaultFootVolume=0.8000fDefaultVoiceVolume=0.8000fDefaultMasterVolume=1.0000bMusicEnabled=1bSoundEnabled=1fLargeWeaponWeightMin=25.0000fMediumWeaponWeightMin=8.0000fSkinLargeMassMin=30.0000fSkinMediumMassMin=5.0000fChainLargeMassMin=30.0000fChainMediumMassMin=5.0000fDBVoiceAttenuationIn2D=0.0000iCollisionSoundTimeDelta=50fGlassLargeMassMin=25.0000fGlassMediumMassMin=8.0000fClothLargeMassMin=25.0000fClothMediumMassMin=8.0000fEarthLargeMassMin=30.0000fEarthMediumMassMin=5.0000bUseSpeedForWeaponSwish=1fLargeWeaponSpeedMax=0.9500fMediumWeaponSpeedMax=1.1000fPlayerFootVolume=0.9000fDSoundRolloffFactor=4.0000fMaxFootstepDistance=1100.0000fHeadroomdB=2.0000iMaxImpactSoundCount=32fMainMenuMusicVolume=0.6000[ShockBolt]bDebug=0fGlowColorB=1.0000fGlowColorG=0.6000fGlowColorR=0.0000fCoreColorB=1.0000fCoreColorG=1.0000fCoreColorR=1.0000fCastVOffset=-10.0000iNumBolts=7fBoltGrowWidth=1.0000fBoltSmallWidth=3.0000fTortuosityVariance=8.0000fSegmentVariance=35.0000fBoltsRadius=24.0000[Pathfinding]bDrawPathsDefault=0bPathMovementOnly=0bDrawSmoothFailures=0bDebugSmoothing=0bSmoothPaths=1bSnapToAngle=0bDebugAvoidance=0bDisableAvoidance=0bBackgroundPathing=1bUseBackgroundPathing=1[MAIN]bEnableBorderRegion=1fLowPerfCombatantVoiceDistance=1000.0000iDetectionHighNumPicks=40fQuestScriptDelayTime=5.0000iLastHDRSetting=-1[Combat]bEnableBowZoom=1bDebugCombatAvoidance=0fMinBloodDamage=1.0000fHitVectorDelay=0.4000iShowHitVector=0fLowPerfNPCTargetLOSTimer=1.0000fHiPerfNPCTargetLOSTimer=0.5000iMaxHiPerfNPCTargetCount=4fLowPerfPCTargetLOSTimer=0.5000fHiPerfPCTargetLOSTimer=0.2500iMaxHiPerfPCTargetCount=4iMaxHiPerfCombatCount=4[HAVOK]bDisablePlayerCollision=0fJumpAnimDelay=0.7500bTreeTops=0iSimType=1bPreventHavokAddAll=0bPreventHavokAddClutter=0fMaxTime=0.0167bHavokDebug=0fRF=1000.0000fOD=0.9000fSE=0.3000fSD=0.9800iResetCounter=5fMoveLimitMass=95.0000iUpdateType=0bHavokPick=0fCameraCasterSize=1.0000iHavokSkipFrameCountTEST=0fHorseRunGravity=3.0000fQuadrupedPitchMult=1.0000iNumHavokThreads=1fChaseDeltaMult=0.0500iEntityBatchRemoveRate=100iMaxPicks=40bAddBipedWhenKeyframed=0[Interface]fDlgLookMult=0.3000fDlgLookAdj=0.0000fDlgLookDegStop=0.2000fDlgLookDegStart=2.0000fDlgFocus=2.5000fKeyRepeatInterval=50.0000fKeyRepeatTime=500.0000fActivatePickSphereRadius=16.0000fMenuModeAnimBlend=0.0000iSafeZoneX=15iSafeZoneY=15iSafeZoneXWide=15iSafeZoneYWide=15fMenuPlayerLightDiffuseBlue=0.8000fMenuPlayerLightDiffuseGreen=0.8000fMenuPlayerLightDiffuseRed=0.8000fMenuPlayerLightAmbientBlue=0.2500fMenuPlayerLightAmbientGreen=0.2500fMenuPlayerLightAmbientRed=0.2500bAllowConsole=1bActivatePickUseGamebryoPick=0iMaxViewCasterPicksGamebryo=10iMaxViewCasterPicksHavok=10iMaxViewCasterPicksFuzzy=5bUseFuzzyPicking=1fMenuBGBlurRadius=2.0000[LoadingBar]iMoveBarWaitingMilliseconds=10iMoveBarChaseMilliseconds=100iMoveBarMaxMilliseconds=2500fLoadingSlideDelay=15.0000fPercentageOfBar3=0.1500fPercentageOfBar2=0.4400fPercentageOfBar1=0.3500fPercentageOfBar0=0.0600bShowSectionTimes=0[Menu]fCreditsScrollSpeed=40.0000iConsoleTextYPos=890iConsoleTextXPos=30iConsoleVisibleLines=15iConsoleHistorySize=50rDebugTextColor=255,251,233iConsoleFont=3iDebugTextFont=3[GamePlay]bDisableDynamicCrosshair=0bSaveOnTravel=0bSaveOnWait=0bSaveOnRest=0bCrossHair=1iDifficultyLevel=50bGeneralSubtitles=0bDialogueSubtitles=1bInstantLevelUp=0bHealthBarShowing=0fHealthBarFadeOutSpeed=1.0000fHealthBarSpeed=80.0000fHealthBarHeight=4.0000fHealthBarWidth=40.0000fHealthBarEmittanceFadeTime=0.5000fHealthBarEmittanceTime=1.5000STrackLevelUpPath=\\vault\TES4\LevelData\fDifficulty=0.0000bTrackLevelUps=1bAllowHavokGrabTheLiving=0bEssentialTakeNoDamage=1iDetectionPicks=21bSaveOnInteriorExteriorSwitch=1[Fonts]SFontFile_1=Data\Fonts\Kingthings_Regular.fntSFontFile_2=Data\Fonts\DarN_Kingthings_Petrock_14.fntSFontFile_3=Data\Fonts\DarN_Kingthings_Petrock_16.fntSFontFile_4=Data\Fonts\DarN_Oblivion_28.fntSFontFile_5=Data\Fonts\Handwritten.fnt[SpeedTree]iTreeClonesAllowed=1fCanopyShadowGrassMult=1.0000iCanopyShadowScale=512fTreeForceMaxBudAngle=-1.0000fTreeForceMinBudAngle=-1.0000fTreeForceLeafDimming=-1.0000fTreeForceBranchDimming=-1.0000fTreeForceCS=-1.0000fTreeForceLLA=-1.0000fTreeLODExponent=1.0000bEnableTrees=1bForceFullLOD=0fLODTreeMipMapLODBias=-0.7500fLocalTreeMipMapLODBias=-0.2500[Debug]bDebugFaceGenCriticalSection=0bDebugFaceGenMultithreading=0bDebugSaveBuffer=0[BackgroundLoad]bBackgroundLoadLipFiles=1bLoadBackgroundFaceGen=1bUseMultiThreadedFaceGen=1bBackgroundCellLoads=1bLoadHelmetsInBackground=1iAnimationClonePerLoop=5bSelectivePurgeUnusedOnFastTravel=1bUseMultiThreadedTrees=1iPostProcessMillisecondsEditor=50iPostProcessMillisecondsLoadingQueuedPriority=20iPostProcessMilliseconds=5bUseBackgroundFileLoader=1[LOD]fLodDistance=500.0000bUseFaceGenLOD=0iLODTextureTiling=2iLODTextureSizePow2=8fLODNormalTextureBlend=0.5000bDisplayLODLand=1bDisplayLODBuildings=1bDisplayLODTrees=1bLODPopTrees=0bLODPopActors=0bLODPopItems=0bLODPopObjects=0fLODFadeOutMultActors=15.0000fLODFadeOutMultItems=15.0000fLODFadeOutMultObjects=15.0000fLODMultLandscape=1.0000fLODMultTrees=2.0000fLODMultActors=10.0000fLODMultItems=10.0000fLODMultObjects=10.0000iFadeNodeMinNearDistance=400fLODFadeOutPercent=0.9000fLODBoundRadiusMult=3.0000fTalkingDistance=2000.0000fTreeLODMax=2.0000fTreeLODMin=0.0200fTreeLODDefault=1.2000fObjectLODMax=15.0000fObjectLODMin=1.0000fObjectLODDefault=5.0000fItemLODMax=15.0000fItemLODMin=1.0000fItemLODDefault=2.0000fActorLODMax=15.0000fActorLODMin=2.0000fActorLODDefault=5.0000bLODUseCombinedLandNormalMaps=1bForceHideLODLand=0fLODQuadMinLoadDistance=65536.0000fLODFadeOutActorMultInterior=1.0000fLODFadeOutItemMultInterior=1.0000fLODFadeOutObjectMultInterior=1.0000fLODFadeOutActorMultCity=1.0000fLODFadeOutItemMultCity=1.0000fLODFadeOutObjectMultCity=1.0000fLODFadeOutActorMultComplex=1.0000fLODFadeOutItemMultComplex=1.0000fLODFadeOutObjectMultComplex=1.0000fLODLandVerticalBias=0.0000[Weather]fSunGlareSize=350.0000fSunBaseSize=250.0000bPrecipitation=1fAlphaReduce=1.0000SBumpFadeColor=255,255,255,255SLerpCloseColor=255,255,255,255SEnvReduceColor=255,255,255,255[Voice]SFileTypeLTF=ltfSFileTypeLip=lipSFileTypeSource=wavSFileTypeGame=mp3[Grass]iMinGrassSize=120fGrassEndDistance=9000.0000fGrassStartFadeDistance=6000.0000bGrassPointLighting=0bDrawShaderGrass=1iGrassDensityEvalSize=2iMaxGrassTypesPerTexure=6fWaveOffsetRange=1.7500fGrassWindMagnitudeMax=125.0000fGrassWindMagnitudeMin=5.0000fTexturePctThreshold=0.3000[Landscape]bCurrentCellOnly=0bPreventSafetyCheck=0fLandTextureTilingMult=2.0000fLandFriction=2.5000iLandBorder2B=0iLandBorder2G=0iLandBorder2R=0iLandBorder1B=0iLandBorder1G=255iLandBorder1R=255[bLightAttenuation]fQuadraticRadiusMult=1.0000fLinearRadiusMult=1.0000bOutQuadInLin=0fConstantValue=http://forums.bethsoft.com/index.php?/topic/1046403-relz-really-aevwd-thread-5/0.0000fQuadraticValue=16.0000fLinearValue=3.0000uQuadraticMethod=2uLinearMethod=1fFlickerMovement=8.0000bUseQuadratic=1bUseLinear=0bUseConstant=0[BlurShaderHDRInterior]fTargetLUM=1.0000fUpperLUMClamp=1.0000fEmissiveHDRMult=1.0000fEyeAdaptSpeed=0.5000fBrightScale=2.2500fBrightClamp=0.2250fBlurRadius=7.0000iNumBlurpasses=1[BlurShaderHDR]fTargetLUM=1.2000fUpperLUMClamp=1.0000fGrassDimmer=1.3000fTreeDimmer=1.2000fEmissiveHDRMult=1.0000fEyeAdaptSpeed=0.7000fSunlightDimmer=1.3000fSIEmmisiveMult=1.0000fSISpecularMult=1.0000fSkyBrightness=0.5000fSunBrightness=0.0000fBrightScale=1.5000fBrightClamp=0.3500fBlurRadius=4.0000iNumBlurpasses=2iBlendType=2bDoHighDynamicRange=1[BlurShader]fSunlightDimmer=1.0000fSIEmmisiveMult=1.0000fSISpecularMult=1.0000fSkyBrightness=0.5000fSunBrightness=0.0000fAlphaAddExterior=0.2000fAlphaAddInterior=0.5000iBlurTexSize=256fBlurRadius=0.0300iNumBlurpasses=1iBlendType=2bUseBlurShader=0[GethitShader]fBlurAmmount=0.5000fBlockedTexOffset=0.0010fHitTexOffset=0.0050[MESSAGES]bBlockMessageBoxes=0bSkipProgramFlows=1bAllowYesToAll=1bDisableWarning=1iFileLogging=0bSkipInitializationFlows=1[DistantLOD]bUseLODLandData=0fFadeDistance=12288.0000iDistantLODGroupWidth=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 messagebut not necessarily fix any errors.[Archive]SMasterMiscArchiveFileName=Oblivion - Misc.bsaSMasterVoicesArchiveFileName2=Oblivion - Voices2.bsaSMasterVoicesArchiveFileName1=Oblivion - Voices1.bsaSMasterSoundsArchiveFileName=Oblivion - Sounds.bsaSMasterTexturesArchiveFileName1=SMasterMeshesArchiveFileName=Oblivion - Meshes.bsaSInvalidationFile=ArchiveInvalidation.txtiRetainFilenameOffsetTable=1iRetainFilenameStringTable=1iRetainDirectoryStringTable=1bCheckRuntimeCollisions=0bInvalidateOlderFiles=1bUseArchives=1SArchiveList=ArchiveInvalidationInvalidated!.bsa, Oblivion - Meshes.bsa, Oblivion - Textures1.bsa, Oblivion - Textures2.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - Misc.bsa[CameraPath]iTake=0SDirectoryName=TestCameraPathiFPS=60SNif=Test\CameraPath.nif[Absorb]fAbsorbGlowColorB=1.0000fAbsorbGlowColorG=0.6000fAbsorbGlowColorR=0.0000fAbsorbCoreColorB=1.0000fAbsorbCoreColorG=1.0000fAbsorbCoreColorR=1.0000iAbsorbNumBolts=1fAbsorbBoltGrowWidth=0.0000fAbsorbBoltSmallWidth=7.0000fAbsorbTortuosityVariance=2.0000fAbsorbSegmentVariance=7.0000fAbsorbBoltsRadius=5.0000[OPENMP]iThreads=3iOpenMPLevel=10[TestAllCells]bFileShowTextures=1bFileShowIcons=1bFileSkipIconChecks=0bFileTestLoad=0bFileNeededMessage=1bFileGoneMessage=1bFileSkipModelChecks=0bFileCheckModelCollision=0[CopyProtectionStrings]SCopyProtectionMessage2=Insert the Oblivion Disc.SCopyProtectionTitle2=Oblivion Disc Not FoundSCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.SCopyProtectionTitle=CD-ROM Drive Not Found



Here also is a list of currently active mods. Nothing too unusual here either, I think.

Active Mod Files:00  Oblivion.esm01  Better Cities Resources.esm02  Unofficial Oblivion Patch.esp  [Version 3.2.4]03  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]04  Oblivion Citadel Door Fix.esp05  DLCShiveringIsles.esp06  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]07  Better Cities .esp08  WindowLightingSystem.esp09  Map Marker Overhaul.esp  [Version 3.3.1]0A  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]0B  DLCHorseArmor.esp0C  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]0D  DLCOrrery.esp0E  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]0F  DLCVileLair.esp10  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]11  DLCMehrunesRazor.esp12  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]13  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]14  DLCThievesDen.esp15  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]16  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]17  GlenvarCastle.esp18  LetThePeopleDrink.esp  [Version 2.5]19  Region Revive - Lake Rumare.esp1A  Seawatch Abode.esp1B  DLCBattlehornCastle.esp1C  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]1D  DLCFrostcrag.esp1E  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]1F  Knights.esp20  Knights - Unofficial Patch.esp  [Version 1.0.9]21  SM Plugin Refurbish(Merged).esp  [Version 1.21]22  AFK_Weye.esp23  Rumare-AFK_Weye Patch.esp24  Feldscar.esp  [Version 1.0]25  Vergayun.esp  [Version 1.0.3]26  Faregyl.esp  [Version 1.0.10]27  xuldarkforest.esp  [Version 1.0.3]28  xulStendarrValley.esp  [Version 1.2.2]29  xulTheHeath.esp2A  XulEntiusGorge.esp2B  xulFallenleafEverglade.esp  [Version 1.3.1]2C  xulColovianHighlands_EV.esp  [Version 1.2.1]2D  xulChorrolHinterland.esp  [Version 1.2.2]2E  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.3]2F  SeawatchAbode-LostCoast patch.esp30  xulBravilBarrowfields.esp  [Version 1.3.2]31  xulLushWoodlands.esp  [Version 1.3]32  xulAncientYews.esp  [Version 1.4.2]33  xulAncientRedwoods.esp  [Version 1.6]34  xulCloudtopMountains.esp  [Version 1.0.3]35  xulArriusCreek.esp  [Version 1.1.3]36  xulPatch_AY_AC.esp  [Version 1.1]37  Verwen Brewery UL_AY_AC Compatable.esp38  xulRollingHills_EV.esp  [Version 1.3.2]39  xulPantherRiver.esp3A  xulRiverEthe.esp  [Version 1.0.2]3B  xulBrenaRiverRavine.esp  [Version 1.0.2]3C  xulImperialIsle.esp  [Version 1.6.3]3D  xulBlackwoodForest.esp3E  xulCheydinhalFalls.esp  [Version 1.0.1]3F  xulAspenWood.esp  [Version 1.0.1]40  Castle_Seaview.esp41  CastleSeaview+LostCoast Patch.esp  [Version 1.0]42  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 1.3.2]++  Enhanced Vegetation [100%].esp43  Alternative Start by Robert Evrae.esp44  Better Cities - Full City Defences.esp45  Better Cities Full.esp46  BCBravilFULL-Barrowfields patch.esp47  BCChorrol-ChorrolHinterland fix.esp48  BCCheydinhalFULL-CheydinhalFalls patch.esp49  Better Cities - No LEYAWIIN Flooding.esp4A  Better Imperial City.esp4B  Bashed Patch, 0.esp4C  xulSkingradOutskirts.esp4D  BCSkingrad-SkingradOutskirts patch.esp

User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

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