[RELz] Really AEVWD - Thread #7

Post » Wed Mar 30, 2011 5:12 am

Really Almost Everything Viewable When Distant

http://tesalliance.org/forums/index.php?/files/file/301-really-aevwd/
http://www.moddb.com/mods/really-aevwd
http://www.tesnexus.com/downloads/file.php?id=20053

http://www.gamesas.com/index.php?showtopic=1098425

A modest approach to distant viewable objects, aka VWD.

You're all familiar with the various VWD packages, right? Some provide more than others. Some ar geared specifically toward super-high end machines. One isn't even designed to be played and will cripple anything currently on the market today. For the rest of us, myself included, we'd just like to enhance the visual experience without crippling the game. None of the available packages has been fully optimized, usually with large amounts of unnecessary data still attached.

In order to address these issues, I've decided to compile into one source as many useful VWD objects as can be reasonably applied to the game from the following sources:

AEVWD Large: Enhanced lowres textures.
UOMP: Battlehorn Castle (requires the official DLC to be activated).
Oblivion: City wall meshes only.
Brumbek: VWD illuminated windows, optimized lowres texture pack, optional QTP3 lowres texture pack, as well as several mesh and texture fixes.
Me: Machine regenerated all architecture, Ayleid ruin, and Imperial fort meshes for better quality and lower polygon counts. UOP corrected versions were used for the reductions wherever possible.

The overall goal is to provide enhanced VWD visuals while also trying to preserve performance as much as possible. This all stems from my realization that even with a high end graphics card, full detail VWD meshes and textures are simply out of the question. The VRAM usage is causing large amounts of stuttering when trying to swap out the memory and not even Streamline 3.1 can keep up. This package has brought the VRAM usage under control and has had a huge impact on overall lag and stuttering.

All of the meshes have been checked and had the following done:

* Collision data removed. If actual collision grids were still present, the branches have been deleted entirely. It's impossible to collide with a VWD object.
* Animation controllers removed. It is impossible to animate a VWD object, so this data is bloat.
* Geometry morphers removed. If a mesh had these, they've been removed, as they are only useful in animation.
* All NiStringsixtraData blocks removed. These are nearly always associated with collision.
* All BSX Flags removed. These are nearly always used for collision and animation.
* All NiSpecularProperty blocks removed. Leaving these in place causes visual anomalies, most notably the "every VWD turned yellow" issue.
* All NiBinaryExtraData blocks (tangent/normal spaces) removed. This data is not required for VWD meshes and helps tremendously in reducing memory usage.
* All parallax flags turned off. The distances involved make this useless anyway.
* All meshes have been assigned lowres textures instead of hires ones.
* Nearly all NiAlphaProperty blocks removed. If the mesh required it for transparency, it was kept. If this is left on a mesh that does not require it, visual anomalies can result.
* All NiVertexColorProperty blocks removed. These lead to some cases of black VWD objects.
* Optimization using PyFFI after the above has been done.

In addition to mesh work, all VWD normal maps have had their alpha channels removed since it serves no purpose. This will help some with VRAM, and eliminate issues with sparkly objects.

The typical VWD mesh comes out the other end of this process losing up to 75% of the data it was carrying with no loss of function. A fully optimized and functional VWD mesh will have only the NiMaterialProperty, NiTexturingProperty, and NiTriShapeData/NiTriStripsData branches left in its NiTriShape/NiTriStrips branches, and will have only NiTriStrips or NiTriShape branches attached to the scene root.

Compared with all of the other VWD options available, this is the most optimized, game friendly set of VWD objects there is.

Performance

So what's the cost in terms of performance? RAEVWD when installed with all of its options can svck the life out of even the best computer.

You may find that your PC cannot handle the strain. That is to be expected, even if you're wielding an ATI 5900 series card with 2GB of memory and a 4GHz CPU.

I can only list what I'm currently using and let you be the judge:

AMD Phenom II X4 955 3.2Ghz
8GB System RAM
AMD/ATI Radeon HD4870 w/ 2GB VRAM, Catalyst 10.6 drivers. Set to force 4xAA+16xAF.
Windows 7 Home Premium 64-bit.
QTP3 Redimized
Brumbek's optional QTP3 lowres textures for VWD objects.
Zacharot's 2048x2048 distant land textures.
All Natural (weather mod with hires graphics)
All meshes optimized with PyFFI.
Enhanced Vegetation hi-res distant trees.
Other graphics enhancers, such as trees, plants, clothing, etc.
Large Address Aware patch applied to Oblivion.exe

Test 1: http://img39.imageshack.us/img39/7715/ugrids25.jpg
Test 2: http://img186.imageshack.us/img186/9504/ugrids18.jpg

For the purposes of the test, Oblivion Stutter Remover was disabled to get an unblocked reading of the FPS.

Test #1 was done with the uGridsDistantCount and uGridDistantTreeRange set to 25. As you can see, despite having a rig that should slaughter this, it only manages 14fps in a stationary position overlooking the area.

Test #2 was done with uGridsDistantCount lowered to 18, and you can see the difference visually - there's not as much on the far edge of the screen to show. Of note, it does no good to set uGridDistantTreeRange higher than uGridsDistantCount since it won't display anyway. With this change, the game pulls a nice steady 30fps while overlooking exactly the same view.

Playing under normal conditions, you won't usually be able to see far enough to notice the bald mountains, and with Streamline or another fog manipulation mod, you can have the view distance matched and never even notice.

The location of the screenshot is on top of White Gold Tower, directly over the center of the Imperial City. This is an ideal location for VWD testing because there is next to nothing in the near view other than the tower mesh itself. Clear weather was chosen through the console to eliminate skew from All Natural's excellent weather graphics. So what you see is 98% VWD and 2% whatever else.

VRAM use may look high, but keep in mind that's including the hi-res tree pack. Typical VRAM usage is much lower.

There are also extra VWD objects present due to the addition of several other mods with buildings and such, Verona Bay is visible in the shot in the middle right for instance, as ar farmhouses for UL Imperial Isle, Weye's additions from AFK_Weye, and a large fort off to the left. What I can't account for is why the 18 shot is using more VRAM than the 25 shot, that result was consistent through several tests.

Typical game setups will not see as much of a performance hit as mine is taking, unless of course they're as heavily modded as mine.

I think on more normalized systems that aren't as completely bogged down by massive amounts of enhancers will do quite a bit better with this VWD package.

Requirements

TES4LODGen (http://www.tesnexus.com/downloads/file.php?id=15781) - needed to generate the distant view information.

Installation

The archive is provied as a BAIN package, which makes for relatively easy installation without the hassles associated with supporting OMODs.
Manual installation should be fairly straightforward as each folder is named according to what it contains, but read on for the details anyway, ok? :)

00 Core - This folder contains meshes that the game normally ships with but have been optimized. The Imperial City and castle walls surrounding other cities.
It also contains additional meshes for Cloud Ruler Temple, Frostcrag Spire, Battlehorn Castle, and IC sewer exit tunnels.
Also included in this folder are all of the reduced size vanilla textures, which are shared among the other categories and are thus required.
If only the core files are used, VWD performance should improve slightly over vanilla.

01 City Plugins - The ESPs used to provide VWD for buildings in the Imperial City and the outlying cities. Both of these are entirely optional.

02 City Architecture - Just what it sounds like. The buildings used primarily within the cities.
These are also used in the wilderness by village and town mods, but in vanilla this doesn't happen much.
This folder can impose a significant frame rate hit, so if you're on a lower end PC, you may wish to leave these out.

03 Imperial City Architecture - Additional meshes for the Imperial City. Most of this material is not used outside of the IC.
The contents of this folder can impose a stiff performance penalty when looking toward the IC.

04 Wilderness Architecture - Contains buildings normally found outside the major cities.
Farmhouses, the lower class buildings, priories, docks, and wayshrines.
Lower class buildings are also used in Chorrol, but for the most part only show up out in the countryside and on the IC Waterfront.

05 Ayleid Ruins - Contains just what it says, the meshes used for Ayleid ruins.

06 Imperial Forts - Contains just what it says, meshes used for ruins of Imperial forts.

07 Large Rocks - Contains meshes used for the 2080 sized rocks, and all of the large rocks on the Gold Coast around Anvil.

08 Ships - Contains meshes used for ships as well as shipwrecks.

09 Statues - Contains meshes used for various statues of the Nine Divines and Daedric deities.

10 Higher Detail Castles - Meshes for city walls and castle keeps which have higher poly counts than the default Bethesda models.
These are visually more accurate and fit the pieces they're meant to support, rather than just being overly generic ultra-low poly blobs.
This will have a slight impact on overall performance due to more polygons and more textures being loaded, but they are visually superior.

11 Higher Detail IC Bridges - Meshes for the Imperial City bridges that are seen around the Imperial island.
These have a higher polygon count than the models Bethesda used but are visually more accurate.
This will have a very slight additional impact on performance but is well worth it for the visual improvement.

If you want it all, just enable all of the package options and you're off and running.

No DistandLOD folder is provided. In order to actually see the results of what you just did, you need to download TES4LODGen and run it. It's a wicked simple utility that processes VWD information based on _far.nif files provided and will tailor itself to whatever mods you have installed.

If you're still using OBMM for whatever reason, TheNiceOne has created an http://www.tesnexus.com/downloads/file.php?id=24701.

Uninstallation

Manually remove the files you installed, or uninstall it through BAIN.

Options

The 2 ESPs included with the package provide additional placement of VWD information. Each one is entirely optional and can be left out to help improve performance.

RAEVWD Cities.esp covers all cities except Kvatch and the Imperial City. It places buildings and trees in their proper locations behind the city walls. This ESP is 100% module compatible with Open Cities (Classic or Reborn). It should not be used in combination with Better Cities (which now includes Open Better Cities) or you will end up with VWD duplication which will severely harm game performance when viewing a city from the distance.

RAEVWD Imperial City.esp places buildings and trees behind the walls of the Imperial City. It is fully compatible with Open Cities (Classic or Reborn). It is not compatible with Better Cities. Using it with Better Cities installed will result in a severe drop in game performance when the IC is in view.

Cathedrals have not been placed where missing since the Unofficial Oblivion Patch and some other mods address this. If you're not using the UOP, uh.... why not?

The cloister in Anvil as well as Benirus Manor have also been left out since the UOP deals with these as well. The UOP places the full detail mesh, so don't worry :)

Dealing With FPS Drain

If after installing this you find that FPS is still suffering, you can try the following:

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.
2. Use Oblivion Stutter Remover. It will help reduce the impact of loading the extra resources as you change cells.
3. Install and configure Streamline to manage fog distance. Or if you use All Natural (1.1 and up) set it's fog management to reduce the visible distance.
4. If you run Better Cities, try dropping the Imperial City VWD optional package they provide and re-run TES4LODGen.
5. If you're using any of the optional ESPs from RAEVWD, deactivate them and re-run TES4LODGen. The extra city architecture, especially at the Imperial City, can be harsh.
6. If you used the higher detail city walls and/or IC bridges, drop those.
7. If you used the ships and shipwrecks, drop those.
8. If none of that is enough, you may need to leave out all or part of the architecture folder entirely.

Unfortunately if none of that works, this mod may simply be too much for your PC to handle at all. It may be time to consider some hardware upgrades. For RAEVWD, the most effective hardware upgrade will be a new CPU.

Compatibility

The only thing this will conflict with is another VWD mod that affects the same files this one includes. Otherwise there's no issue.

Known Issues

Sometimes when viewing the world at odd or extreme angles, the VWD objects will turn bright yellow or completely black and then revert to normal when you move. One known reason for this is another VWD mesh that has specular properties enabled on it. Another known cause are VWD meshes with vertex color properties. Since all of the meshes supplied by RAEVWD have been cleaned of these problems, look to VWD meshes provided by other mods and contact their authors for assistance in getting those fixed as they know their meshes best. Not all causes of this problem have been identified yet, so there may not be anything to fix.

Sometimes you will see red, blue, or green reflections in the water where VWD should reflect instead. Possible causes for this are VWD meshes with collision data still attached, BSX flags still attached, or parallax flags which are still set. Since all of the RAEVWD meshes have had these properties removed, another mod which supplies VWD objects is likely to blame. It is also possible that some textures with RAEVWD could be causing this, so if you can identify which reflections are causing this, we can attempt to track down a way to fix it.

Occasionally only part of a mesh will go black. If this happens, that part of the mesh is missing a texture assignment. If this happens with an RAEVWD mesh, please report it in the official thread. If it happens with a VWD mesh provided by another mod, you'll need to take that up with its author.

When used with bloom lighting, the VWD objects may always show up as black. Provided you are *SURE* the lowres directory is in the right place in your textures directory, the only fix for this is to switch to a different lighting method. I'm not sure if normal lighting works, but switching to HDR will resolve this issue. There is no known way to fix this otherwise.
User avatar
BlackaneseB
 
Posts: 3431
Joined: Sat Sep 23, 2006 1:21 am

Post » Wed Mar 30, 2011 5:30 am

Thank you for posting these details for RAEVWD Arthmoor. It really helps to get inside the mod a bit more to understand what is required to run it. I had no idea All Natural allowed to change fog values. I might need to try it out instead of Streamline. I really need to read the change logs for AN going forward as you all are doing some great stuff with it lately!
User avatar
Kerri Lee
 
Posts: 3404
Joined: Sun Feb 25, 2007 9:37 pm

Post » Tue Mar 29, 2011 8:48 pm

Arthmoor, figure to ask here first. When using Tes4Lodgen, is it necessary to remoce the files in DistantLOD folder before regenerating? I figure if I remove a mod that had _far.nif files and had a distantlod generated that file would stay? Further I assume that existing files are overwritten when running Tes4Lodgen after installing an updated RAEVWD?

Thanks
User avatar
meghan lock
 
Posts: 3451
Joined: Thu Jan 11, 2007 10:26 pm

Post » Wed Mar 30, 2011 9:49 am

Nice mod. Thanks.
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Marine Arrègle
 
Posts: 3423
Joined: Sat Mar 24, 2007 5:19 am

Post » Wed Mar 30, 2011 12:16 am

Arthmoor, I think I have a problem (or at least something behaving a bit odd) that might be related to RAEVWD, but I'm not sure (and if it isn't, you might have an idea of what's happening).

Anyways, fresh out of the sewer, I see an Ayleid well and several large rocks across the river not rendering (there's just a brown patch on the ground where the object would be). When you move closer, it appears as it should (and a bit more of the hill is rendered as well). I have a few screenshots:

http://www.4shared.com/photo/LBaskpxR/outsidesewerdoor1.html
http://www.4shared.com/photo/XeqObZmP/closerview1.html (the rocks had appeared a few steps back, but I moved forward until the well appeared also)

There's quite a drastic change in the landscape. What I found particularly interesting is that the Ayleid ruin beyond the well appears in both pictures just fine (in the closer view, it is obscured a bit by trees; my fault).

Now, I swam backwards across the river watching the well and rocks and sure enough when I got far enough away, http://www.4shared.com/photo/RHuz7dP3/distantview1.html Well, not everything, but I imagine if I kept moving away, the rest of those big rocks would have faded as well. I was curious if other structures were having issues as well, so I flew up above Imperial City at a height a bit above the tallest tower, and took http://www.4shared.com/photo/L19boktC/distantview2.html (the specific well in question is on the right hand side of the pic to the right of the bridge.) It looks to me that there might be other things missing as well, yet I still see plenty of other distant structures.

I'm using a complete install of RAEVWD 1.9 (except the optional .esps since I use Better Cities as well) via TheNiceOne's OMOD script, as well as the QTP3 pack for RAEVWD. I seem to have plenty of extra VRAM (my usage rarely goes over 650MB, never goes over 700MB, and I have 1GB on my video card). I had uninstalled RAEVWD completely, loaded up a save from inside the starter dungeon right before the door, made a clean save, then re-installed RAEVWD 1.9 and the texture pack (and re-ran TES4LODGen after deleting the old generated DistantLOD files), and proceeded to take these screenshots immediately after going through the gate to exit the sewers.

If it is any help, here's my in game settings for http://www.4shared.com/photo/4H39bjcj/settings.html

Also, my load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.2.1]02  Cobl Main.esm  [Version 1.72]03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]04  Mart's Monster Mod.esm  [Version 3.7b3p3]05  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]06  VASE - core.esm07  Better Cities Resources.esm  [Version 4.9.0]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]08  Unofficial Oblivion Patch.esp  [Version 3.3.3]09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0B  Better Cities .esp**  Atmospheric Loading Screens - Original Text.esp0C  All Natural.esp  [Version 1.2]0D  All Natural - SI.esp  [Version 1.2.1]0E  Immersive Interiors.esp  [Version 0.7]0F  Immersive Interiors - Lights Addon.esp  [Version 0.7]10  Enhanced Water v2.0 HDMI.esp++  Symphony of Violence.esp11  MIS.esp12  MIS New Sounds Optional Part.esp13  Atmospheric Oblivion.esp14  Storms & Sound.esp15  Rainbows.esp16  All Natural - Real Lights.esp  [Version 1.2]17  WindowLightingSystem.esp18  bgShaderStandAloneEV.esp  [Version 1.0EV]19  diversegrasses.esp++  Item interchange - Extraction.esp  [Version 0.78]1A  TryBeforeYouBuy.esp1B  Enhanced Economy.esp  [Version 5.1]1C  Display Stats.esp  [Version 1.3.1]1D  Enhanced Seasons.esp  [Version 1.3.1]1E  Oblivion Graphics Extender Support.esp  [Version 0.42]1F  Streamline 3.1.esp20  Vacuity.esp  [Version 0.2]21  Dynamic Map.esp  [Version 2.0]22  Map Marker Overhaul.esp  [Version 3.8]23  Map Marker Overhaul - SI additions.esp  [Version 3.5]24  Enhanced Hotkeys.esp  [Version 2.1.1]25  DLCHorseArmor.esp26  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]27  DLCOrrery.esp28  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]29  DLCVileLair.esp2A  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]2B  DLCMehrunesRazor.esp2C  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]2D  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]2E  DLCThievesDen.esp2F  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.7]30  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]31  Cobl Glue.esp  [Version 1.72]32  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]33  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  OOO-Water_Weeds.esp  [Version 1.33]34  OOO-Map_Markers_Stock.esp  [Version 1.33]35  OOO-No_Guild_Ownership.esp  [Version 1.33]++  OOO-DLT_Remover.esp  [Version 1.33]36  OOO 1.32-Cobl.esp  [Version 1.72]37  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]38  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]39  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]3A  Mart's Monster Mod - More Wilderness Life No Gates.esp  [Version 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]3B  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]3C  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]3D  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]++  VASE - Cyrodiil for MMM.esp++  VASE - Vanilla Cyrodiil.esp++  VASE - Vanilla SI.esp++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]3E  OOO-WaterFish.esp  [Version 1.34]++  MMM-Cobl.esp  [Version 1.69]3F  LakesideHome.esp40  Sousmarin_manorV1.1.esp41  VHBloodlines 1.2.esp  [Version 1.5.2]42  DLCBattlehornCastle.esp43  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]44  DLCFrostcrag.esp45  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]46  Knights.esp47  Knights - Unofficial Patch.esp  [Version 1.1]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]48  The Lost Spires.esp49  road+bridges.esp  [Version 4.6]4A  xuldarkforest.esp  [Version 1.0.5]4B  LostSpires-DarkForest patch.esp4C  xulStendarrValley.esp  [Version 1.2.2]4D  xulTheHeath.esp4E  XulEntiusGorge.esp4F  xulFallenleafEverglade.esp  [Version 1.3.1]50  LostSpires-Everglade patch.esp51  xulColovianHighlands_EV.esp  [Version 1.2.1]52  xulChorrolHinterland.esp  [Version 1.2.2]53  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]54  xulBravilBarrowfields.esp  [Version 1.3.2]55  xulLushWoodlands.esp  [Version 1.3.1]56  xulAncientYews.esp  [Version 1.4.3]57  xulAncientRedwoods.esp  [Version 1.6]58  xulCloudtopMountains.esp  [Version 1.0.3]59  xulArriusCreek.esp  [Version 1.1.3]5A  xulPatch_AY_AC.esp  [Version 1.1]5B  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.3]5C  xulPantherRiver.esp5D  xulRiverEthe.esp  [Version 1.0.2]5E  xulBrenaRiverRavine.esp  [Version 1.1]5F  xulImperialIsle.esp  [Version 1.6.6]60  xulBlackwoodForest.esp  [Version 1.1.0]61  xulCheydinhalFalls.esp  [Version 1.0.1]62  xulAspenWood.esp  [Version 1.0.2]63  xulSkingradOutskirts.esp  [Version 1.0.1]64  xulSnowdale.esp  [Version 1.0.2]65  OOO-Snowdale Patch.esp66  xulCliffsOfAnvil.esp67  OOOCliffsofAnvilPatch.esp  [Version 1.0]68  NRB4+UL-II Patch.esp  [Version 5.0.1]69  West Roads.esp6A  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]6B  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]6C  AutoBookPlacer.esp  [Version 3.02]6D  HUD Status Bars.esp  [Version 2.0.1]6E  Enhanced Vegetation [110%].esp6F  Storms & Sound - The Lost Spires.esp70  Storms & Sound - Better Cities.esp71  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.esp72  Is It Safe.esp73  SupremeMagicka.esp  [Version 0.90b]74  SM_ShiveringIsles.esp  [Version 0.90]++  SM_DLCSpellTome.esp  [Version 0.90]++  SM_OOO.esp  [Version 0.90]++  SM_MMM.esp  [Version 0.90]++  SM_COBL.esp  [Version 0.90]75  SM_EnchantStaff.esp  [Version 0.90]++  SM_Scrolls.esp  [Version 0.90]++  SM_SigilStone.esp  [Version 0.90]76  RenGuardOverhaul.esp77  Enhanced Grabbing.esp  [Version 0.5]++  OOO-Level_Stock.esp  [Version 1.33]**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement.esp  [Version 0.78]++  Item interchange - Placement for Frostcrag.esp  [Version 0.78]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]78  Cobl Races.esp  [Version 1.52]79  Better Cities Full.esp  [Version 4.9.0]7A  Better Imperial City.esp  [Version 4.9.0]7B  Better Cities - Unique Landscape Barrowfields.esp  [Version 4.7.0]7C  Better Cities - Unique Landscape Chorrol Hinterland.esp  [Version 4.8.4]7D  Better Cities - Unique Landscape Cheydinhal Falls.esp  [Version 4.8.1]7E  Better Cities - Unique Landscape Skingrad Outskirts.esp  [Version 4.8.1]7F  Better Cities - VHBloodlines.esp  [Version 4.8.4]80  Better Cities - The Lost Spires.esp  [Version 4.9.0]81  Better Cities - COBL.esp  [Version 2.1]82  Better Cities - Unique Landscape Imperial Isle.esp  [Version 4.8.1]83  Better Cities - No LEYAWIIN Flooding.esp  [Version 4.9.0]**  [GFX]_Initial_Glow-all.esp**  NRB4 Standard Road Record.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]84  Bashed Patch, 0.esp


And just in case it helps, here's my Oblivion.ini:
Spoiler
[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=15uGridsToLoad=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=bethesda softworks HD720p.bik,2k games.bik,game studios.bik,Oblivion Legal.bikiFPSClamp=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=0bPreemptivelyUnloadCells=0bCheckIDsOnInit=0iNumBitsForFullySeen=248iPreloadSizeLimit=26214400SOblivionIntro=OblivionIntro.bikbUseHardDriveCache=0bEnableBoundingVolumeOcclusion=0bDisplayBoundingVolumes=0bUseThreadedTempEffects=0bUseThreadedParticleSystem=0bUseMyGamesDirectory=1iFPSClamp=0[Display]uVideoDeviceIdentifierPart1=3619102270uVideoDeviceIdentifierPart2=298798434uVideoDeviceIdentifierPart3=863980577uVideoDeviceIdentifierPart4=902152735fDecalLifetime=10.0000bEquippedTorchesCastShadows=0bReportBadTangentSpace=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=1680iSize H=1050iAdapter=0iScreenShotIndex=0SScreenShotBaseName=ScreenShotiAutoViewMinDistance=2000iAutoViewHiFrameRate=40iAutoViewLowFrameRate=20bAutoViewDistance=0fDefaultFOV=75.0000fNearDistance=10.0000fFarDistance=10000.0000iDebugTextLeftRightOffset=10iDebugTextTopBottomOffset=10bShowMenuTextureUse=1iDebugText=2blocalmapshader=0bDoImageSpaceEffects=1fShadowLOD2=400.0000fShadowLOD1=200.0000fLightLOD2=1500.0000fLightLOD1=1000.0000fSpecularLOD2=700.0000fSpecularLOD1=400.0000fEnvMapLOD2=800.0000fEnvMapLOD1=500.0000fEyeEnvMapLOD2=190.0000fEyeEnvMapLOD1=130.0000iPresentInterval=1iShadowFilter=2iActorShadowCountExt=1iActorShadowCountInt=2bActorSelfShadowing=0bShadowsOnGrass=0bDynamicWindowReflections=1iTexMipMapSkip=0fGrassStartFadeDistance=6000.0fGrassEndDistance=7000.0bDecalsOnSkinnedGeometry=1bFullBrightLighting=0iMaxLandscapeTextures=0bLODPopActors=0bLODPopItems=0bLODPopObjects=0fSpecualrStartMax=1000.0000fSpecularStartMin=0.0000iActorShadowIntMax=10iActorShadowIntMin=0iActorShadowExtMax=10iActorShadowExtMin=0fGammaMax=0.6000fGammaMin=1.4000iMaxDecalsPerFrame=10bLandscapeBlend=1fShadowFadeTime=1.0000fGamma=1.0000bAllowPartialPrecision=1iShadowMapResolution=1024bAllow30Shaders=0iTexMipMapMinimum=0bDoStaticAndArchShadows=0bDoActorShadows=0bIgnoreResolutionCheck=0fNoLODFarDistancePct=1.0000fNoLODFarDistanceMax=10240.0000fNoLODFarDistanceMin=1700.0000[Controls]fVersion=1.8000Forward=0011FFFFBack=001FFFFFSlide Left=001EFFFFSlide Right=0020FFFFUse=00FF00FFActivate=0012FFFFBlock=003801FFCast=002E03FFReady Item=0021FFFFCrouch/Sneak=001DFFFFRun=002AFFFFAlways Run=002DFFFFAuto Move=0010FFFFJump=0039FFFFToggle POV=003002FFMenu Mode=000FFFFFRest=0014FFFFQuick Menu=003BFFFFQuick1=0064FFFFQuick2=0065FFFFQuick3=0066FFFFQuick4=0067FFFFQuick5=0068FFFFQuick6=0069FFFFQuick7=006AFFFFQuick8=006BFFFFQuickSave=0043FFFFQuickLoad=0044FFFFGrab=001304FFbInvertYValues=1fXenonLookXYMult=0.0005fMouseSensitivity=0.0019;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=0bUse 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=128fMainMenuMusicVolume=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=0bUseBackgroundPathing=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=2.1000fKeyRepeatInterval=50.0000fKeyRepeatTime=500.0000fActivatePickSphereRadius=16.0000fMenuModeAnimBlend=0.0000iSafeZoneX=20iSafeZoneY=20iSafeZoneXWide=20iSafeZoneYWide=20fMenuPlayerLightDiffuseBlue=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=1bDialogueSubtitles=1bInstantLevelUp=0bHealthBarShowing=0fHealthBarFadeOutSpeed=1.0000fHealthBarSpeed=80.0000fHealthBarHeight=4.0000fHealthBarWidth=40.0000fHealthBarEmittanceFadeTime=0.5000fHealthBarEmittanceTime=1.5000STrackLevelUpPath=fDifficulty=-1.0000bTrackLevelUps=1bAllowHavokGrabTheLiving=0bEssentialTakeNoDamage=1iDetectionPicks=21bSaveOnInteriorExteriorSwitch=0[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=1fLODTreeMipMapLODBias=-0.7500fLocalTreeMipMapLODBias=-0.2500[Debug]bDebugFaceGenCriticalSection=0bDebugFaceGenMultithreading=0bDebugSaveBuffer=0[BackgroundLoad]bBackgroundLoadLipFiles=0bLoadBackgroundFaceGen=0bUseMultiThreadedFaceGen=1bBackgroundCellLoads=1bLoadHelmetsInBackground=1iAnimationClonePerLoop=5bSelectivePurgeUnusedOnFastTravel=0bUseMultiThreadedTrees=1iPostProcessMillisecondsEditor=50iPostProcessMillisecondsLoadingQueuedPriority=20iPostProcessMilliseconds=5bUseBackgroundFileLoader=0[LOD]fLodDistance=500.0000bUseFaceGenLOD=0iLODTextureTiling=2iLODTextureSizePow2=8fLODNormalTextureBlend=0.5000bDisplayLODLand=1bDisplayLODBuildings=1bDisplayLODTrees=1bLODPopTrees=0bLODPopActors=0bLODPopItems=0bLODPopObjects=0fLODFadeOutMultActors=8.5000fLODFadeOutMultItems=5.2000fLODFadeOutMultObjects=15.0000fLODMultLandscape=1.0000fLODMultTrees=1.5050fLODMultActors=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=130fGrassEndDistance=4200.0000fGrassStartFadeDistance=3200.0000bGrassPointLighting=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/1163987-relz-really-aevwd-thread-7/0.0000fQuadraticValue=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=Oblivion - Textures - Compressed.bsaSMasterMeshesArchiveFileName=Oblivion - Meshes.bsaSInvalidationFile=ArchiveInvalidation.txtiRetainFilenameOffsetTable=1iRetainFilenameStringTable=1iRetainDirectoryStringTable=1bCheckRuntimeCollisions=0bInvalidateOlderFiles=1bUseArchives=1SArchiveList=Oblivion - Meshes.bsa, ArchiveInvalidationInvalidated!.bsa, Oblivion - Textures - Compressed.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


I'm not sure if something is wrong or if it's just Oblivion being wonky, which we all know it does from time to time. :P Any help or insight you or anyone else could give would be greatly appreciated. :D
User avatar
Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Tue Mar 29, 2011 10:54 pm

Arthmoor, figure to ask here first. When using Tes4Lodgen, is it necessary to remoce the files in DistantLOD folder before regenerating? I figure if I remove a mod that had _far.nif files and had a distantlod generated that file would stay? Further I assume that existing files are overwritten when running Tes4Lodgen after installing an updated RAEVWD?


It won't hurt anything to remove them but tes4lodgen usually overwrites the files anyway.

I'm not sure if something is wrong or if it's just Oblivion being wonky, which we all know it does from time to time. :P Any help or insight you or anyone else could give would be greatly appreciated. :D


Only thing I can come up with off hand is that your landscape LOD mesh might not be quite right and you've actually ended up with the well being buried below the LOD land height. You can verify this easily enough by switching to 3rd person, then going into the console and typing TFC. Send the camera to the affected area and go under the landscape and see if the well is floating underneath it.

Otherwise the only other possibility is that your install didn't put all the files for the Ayleid ruins in.
User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Wed Mar 30, 2011 11:25 am

Only thing I can come up with off hand is that your landscape LOD mesh might not be quite right and you've actually ended up with the well being buried below the LOD land height. You can verify this easily enough by switching to 3rd person, then going into the console and typing TFC. Send the camera to the affected area and go under the landscape and see if the well is floating underneath it.

Otherwise the only other possibility is that your install didn't put all the files for the Ayleid ruins in.

The second thing you mentioned occurred to me as well, which was why I tried the re-install. I might try installing it via BAIN (I'll have to learn how!), or restructure the archive a bit and make a new OMOD; one way or another.

But first, I'll try what you recommended. And actually, that got me thinking if a Unique Landscape affects that area; maybe something overwrote something of UL's, if that is the case. :facealm:
User avatar
kiss my weasel
 
Posts: 3221
Joined: Tue Feb 20, 2007 9:08 am

Post » Wed Mar 30, 2011 1:54 am

An update: I checked and all of the Ayleid meshes and textures from RAEVWD & the ATP texture pack are installed. From the looks of the map, no ULs affect that area (and I'm pretty sure I found the correct cells), nor can I think of what does off the top of my head. I also did as you said and floated the camera over there: I found several floating trees, but no sign of the well underground (I did see a part of the Ayleid ruin's wall further north of the well underground, I think; it was a bit disorienting floating in and out of the landscape at times, but no sign of that well).

So for the moment, I'm a bit stumped. :/ Honestly, the one area being messed up doesn't bother me in of itself, but it does make me wonder and worry if there is other problems elsewhere. :shrug:
User avatar
courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Post » Wed Mar 30, 2011 9:25 am

Cold Scoprio and I have noticed th same thing. I don't have a long load order, less than 60 and most are just armor mods (I love nifscope). I have been messing with LOD settings in everything I can find, but I get the same thing 2Cold is talking about.

Is there a UNIFYING Tamriel Norml map? I think its the difference between LOD landscape and close-up, but I think its from Bethesda. So, Ima gonna look for such things for a bit and git back. Funny, I was watching "Deer Hunter" at the beginning. There's a lot of Minnesota mountains in the cinematography...and I thought of LOD. :rolleyes:
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Tue Mar 29, 2011 10:00 pm

Cold Scoprio and I have noticed th same thing. I don't have a long load order, less than 60 and most are just armor mods (I love nifscope). I have been messing with LOD settings in everything I can find, but I get the same thing 2Cold is talking about.

Is there a UNIFYING Tamriel Norml map? I think its the difference between LOD landscape and close-up, but I think its from Bethesda. So, Ima gonna look for such things for a bit and git back. Funny, I was watching "Deer Hunter" at the beginning. There's a lot of Minnesota mountains in the cinematography...and I thought of LOD. :rolleyes:

So I'm not the only one. What I can't figure out is what is causing it; nothing in my load order jumps out at me as something that would affect the landscape of that particular cell. UL doesn't touch it, judging by the UL map, and I doubt VH:Bloodlines affects land that far east. The northern bridge added by New Roads & Bridges Revised is close to that area (just a bit west), but if that's what's causing it, I figure somebody else would have noticed by now (to clarify, I'm using the newest NR&B Revised, UL-Imperial Isle, and the NR&B - UL-II patch).

Since I'm pretty sure I've ruled out RAEVWD now, I might just spin this out into it's own thread later and see what happens. :shrug:
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Wed Mar 30, 2011 6:45 am

Can't see a link to the download anywhere in the OP, just pointing this out in case you forgot :D
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Tue Mar 29, 2011 11:43 pm

Yeah, I don't really get why it's not showing up, especially if the files used for the wells are there. If that's the only well not showing up, I guess chalk it up to Oblivion being Oblivion?

@AliTheLord: Oops. I guess those would help :)
User avatar
Cartoon
 
Posts: 3350
Joined: Mon Jun 25, 2007 4:31 pm

Post » Tue Mar 29, 2011 11:17 pm

Yeah, I don't really get why it's not showing up, especially if the files used for the wells are there. If that's the only well not showing up, I guess chalk it up to Oblivion being Oblivion?

It's that well and the large rocks in front of it; and if I take the free cam over there, there's floating trees. I saw the landscape doing similar things (including a road not appearing until up close) slightly west around the northern end of the North bridge New Roads & Bridges Revised adds (NR&B isn't at fault; I disabled it, re-ran TES4LODGen, and things behaved the same (I.e.: screwed up).

Eh, I'm out of ideas, so I'm just going to leave it alone, for now at least. But since I'm pretty sure it isn't RAEVWD after all, I won't clutter your thread up with it anymore (and frankly, I just want to get back to playing. lol). :D
User avatar
kirsty williams
 
Posts: 3509
Joined: Sun Oct 08, 2006 5:56 am

Post » Wed Mar 30, 2011 2:51 am

@2Cold:
On the matter of "Unified normal maps" I think I meant "height" maps, to fix the wierdness of the landscape that 2Cold and I were on about. This helped: http://www.tesnexus.com/downloads/file.php?id=27235. And it actually looks bigger (Tamriel).
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Sylvia Luciani
 
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Post » Tue Mar 29, 2011 11:29 pm

@2Cold:
On the matter of "Unified normal maps" I think I meant "height" maps, to fix the wierdness of the landscape that 2Cold and I were on about. This helped: http://www.tesnexus.com/downloads/file.php?id=27235. And it actually looks bigger (Tamriel).

That looks interesting, though it makes me wonder how many mods it would break or introduce new weirdness with (mainly housing and village mods out in the exterior cells). I know it says it should be compatible with most popular mod, but I'm still a bit leery. I'll also have to see how well Dynamic Map works with this. I'll probably try it anyways after backing up some files and see how it goes. ^_^
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oliver klosoff
 
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Post » Wed Mar 30, 2011 3:15 am

hi guys,
i need some help.
Currently im having FPS issues when i enable RAEVWD. after i enable it and run TEs4LODGEN my frame rate crashes from about 60 FPS to 20-25.

my machine specs
I7 920 @ 3.6 ghz
9gig DDR 1600 memory
6950 2GB with shader unlock (all 1536 shaders) @ 950core/1375(5500mhz) memory ( around a GTX580 performace)

it doesn't seem to make a difference with how much AA i have on ( i force from CCC) or what type of aa (MSAA,SSAA,EQAA, Edge detect, etc, none), AF is 16X.
I have applied the 4gig patch to oblivion.exe

mods i have installed:
AWLS 5.4.0
All natural
blood and mud
Qarls (full)
enchanced water
enchanced vegitation
HGEC
improved trees and flora 1/2
LOD texture replacer
LOD noise replacer
low polly grass
map make overhual
MEAT
night sky 1.0
OOO
open cities (replacing with better cities when i can be bothered)
stutter remover
unqiue landscapes

when i issue tdt + sdt 13 my texture memory une never goes above 600-700mb even with RAEVWD on. i have OSR using replace heap algorithum 5 with heap size of 1024.

any idea what could be causing the problem or what i could test or anything important that i have missed.

cheers
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Richard Dixon
 
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Post » Wed Mar 30, 2011 3:12 am

@itsmydamnation: I don't see a problem there. Expecting to maintain 60 fps is totally unreasonable and unnecessary in a game such as Oblivion. If you have 25 FPS with full RAEVWD and the other mods you listed installed consider yourself lucky. Many folks would kill for 20-25 fps when running RAEVWD, much less including other texture packs and resource hungry mods.
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Sarah MacLeod
 
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Post » Wed Mar 30, 2011 1:25 pm

what is causing the bottle neck? if i could get 30 FPS i would be happy because then i could use V sync. I love what AEVWD adds im just shocked at the cliff that you drive off to get it.

it doesn't seem to be ALU performace, as enableding edge detect AA(shader based) or any/all OBGE filters has 0 performacing impact with RAEVWD on.
it doesn't seem to be MTU as if i change the filtering level theres no perofrmace increase
it doesn't seem to be ROP/memory performace as if a change MSAA/SSAA and the level there is almost 0 peroformace impact (difference between MSAA and SSAA is basicly a 2-4X bandwidth requirement increase)
the number of triangles doesn't seem to be anywhere near a 6950 practical limit
none of my CPU cores are getting maxed
heaps of free ram and video ram
its on fast disc

i guess it has to be some kind of engine limitation because it doesn't appear to be maxing resources in anyway from what i can see.
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Kahli St Dennis
 
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Post » Wed Mar 30, 2011 6:17 am

what is causing the bottle neck? if i could get 30 FPS i would be happy because then i could use V sync. I love what AEVWD adds im just shocked at the cliff that you drive off to get it.

...

i guess it has to be some kind of engine limitation because it doesn't appear to be maxing resources in anyway from what i can see.

While all that testing is good, you could more simply go from native res to 800x600 to see if you are GPU-limited. If the low FPS remains it's a CPU bottleneck. If there is only a minor boost in FPS it's probably some combination. You say you changed MSAA/SSAA but I have no idea what this entails. If you tried SSAA 2x, that'd be like twice your native resolution, but at that point maybe you'd already hit whatever ceiling. Maybe going from native resolution down to the lowest resolution possible may help.

The thing with RAEVWD is that "VWD" becomes ironic in Oblivion's case. To the GPU, the _far NIFs are basically always visible to the GPU, as long as they are within your view frustum (field of view). Even if they are completely occluded by terrain, other buildings, even other _far NIFs, the GPU is wasting resources rendering them. It's because they made no attempt to optimize Oblivion with occlusion culling. Unless they also have particularly bad scene management, I would be shocked if it wasn't somehow still a GPU limitation.

Find where your FPS is lowest, and make a save. Looking toward IC (assuming you're attempting to use all the plugins) and through to other VWD NIFs should give you really low FPS. Take note of the geometry data in the debug text with RAEVWD active, and your FPS. Write them down if you want. Then move or delete your DistantLOD folder. Load the save, and take note of the debug text data and the FPS. If it were GPU limited you should see a negative correlation between FPS and the geometry data. The numbers in the debug info halve, your FPS doubles, that kind of thing.

Next disable all the city architecture VWD, or at least the IC plugin, and the higher quality bridges one... See if you stay over 30FPS then. There's almost no point in actually playing with the IC architecture. You rarely ever see them.
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asako
 
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Post » Wed Mar 30, 2011 12:31 pm

You are getting scuffed up about nothing, damnation.

You could try reducing the uGridDistantCount in your INI. It will help your framerates quite a bit to take 5 off of each.

But really, 25-30 FPS with full RAEVWD, UL, Open Cities... why is that considered a problem? This isn't an First Person Shooter, your framerates are not a bottom line in this game.

But you are right about the engine. Oblivion's engine is four years old and is sadly lacking any sort of culling besides not rendering anything outside your FOV, which would be an invaluable asset with these LOD visuals. But, we have to live with what we've got.
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R.I.p MOmmy
 
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Post » Wed Mar 30, 2011 4:32 am

i guess it has to be some kind of engine limitation because it doesn't appear to be maxing resources in anyway from what i can see.


Bingo.

But you are right about the engine. Oblivion's engine is four years old and is sadly lacking any sort of culling besides not rendering anything outside your FOV, which would be an invaluable asset with these LOD visuals. But, we have to live with what we've got.


Unless some genius associated with the OBGE project can figure out a way to give Oblivion that which it desperately needs.
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Amy Smith
 
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Post » Wed Mar 30, 2011 1:03 pm

You are getting scuffed up about nothing, damnation.

You could try reducing the uGridDistantCount in your INI. It will help your framerates quite a bit to take 5 off of each.

But really, 25-30 FPS with full RAEVWD, UL, Open Cities... why is that considered a problem? This isn't an First Person Shooter, your framerates are not a bottom line in this game.

But you are right about the engine. Oblivion's engine is four years old and is sadly lacking any sort of culling besides not rendering anything outside your FOV, which would be an invaluable asset with these LOD visuals. But, we have to live with what we've got.


im not scuffed up :P , just surprised and a little disapointed because not having stuff pop up everywhere makes a massive difference, instead of seeing a blank hillside you see a fort etc just adds so much more to the feel of the enviroment.

its the screen tearing that drives me nuts at sub 30 frmes a sec, its not that i want high frame rates like from an FPS perspective. the funny thing is very soon i will be going from 1280X1024 to 3840X1024 (when display port min to vga cables arrive) and i would be increasing my FOV a lot so that will be interesting from a performace perspective.

i might play with distance counts or look to reduce the amount of objects that RAEVWD is used on, are there any good guides in that regards?

cheers
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Carolyne Bolt
 
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Post » Wed Mar 30, 2011 10:28 am

the funny thing is very soon i will be going from 1280X1024 to 3840X1024 (when display port min to vga cables arrive) and i would be increasing my FOV a lot so that will be interesting from a performace perspective.

Well you didn't respond to any of my last post, so I can't help you any further myself. If your native res is only 1280x1024 you can't really lower it much to see it's a GPU limitation anyway. I game at 1080p and use RAEVWD (minus the city plugins) and have a much worse GPU and still get 20-30FPS depending on area and viewing angle. But I'll at least respond to this part I've quoted. To wrap it up nicely:

It's complete and utter suicide to increase the FOV in a game like Oblivion which has zero occlusion culling.

Going from FOV 75 to FOV 180 -- which is technically possible given you're going to have three displays taking up most of your actual FOV -- would nearly triple the load on your GPU. Or reduce your FPS by 2/3. Luckily (and unluckily) for you, you're not going to be able to go much past 90 FOV because of engine limitations. The first-person mesh will start showing its edges, and lots of things remain somehow unaware of the FOV like White Gold Tower. You could use first-person mesh replacers or camera replacers for the former. The unlucky part of being stuck at 90-100 FOV, is that it's going to look like garbage on 3 monitors. Highly stretched. My 27" monitor takes up approximately half of my FOV so 90 is a great fit for me. Three of my monitor would take up all 180 degrees of my FOV, and I would technically need to have it set at 180 to look the best. The UI is also going to look like garbage across three monitors. I'm not sure if for Oblivion there are ways to limit the UI to just the center screen, some games are supported like this I know, don't know if Oblivion is.

I would honestly recommend against trying to play Oblivion with three monitors, personally. I don't think it's going to be a superior experience. A larger main monitor would be good, 16:9 at that. Or maybe just two of your 1280x1024 monitors, with an FOV of 95-100, which you will still see a bit of clipping issues at, but very minor.
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Donald Richards
 
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Post » Wed Mar 30, 2011 10:51 am

Just what's in the readme.... which you should read. :)
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RObert loVes MOmmy
 
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Post » Wed Mar 30, 2011 3:15 am

Oblivion won't run in multiple monitor mode anyway. It won't even start.
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gary lee
 
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