[RELz] ScreenEffects v1.0 - In-game Visual Enhancement Enabl

Post » Thu Dec 26, 2013 5:25 am

ok yea ure right looks like the newest version was the fix i needed tx .....i dont get why bugs like this occur...need to start modding to get smarter 0.0
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Thu Dec 26, 2013 9:12 am

This has been tugging at my ear for awhile and I'm at the point where I find myself stumped again...

I installed ScreenEffects as well as its ScreenControls.esp via omod, read the readme and haven't seen the 'Matrix of Perception' item that's supposed to be added to my inventory. zi just have no clue how to get it working and its starting to really bug me. Can anyone help me out?

Here's my load order...

[codebox]Active Mod Files:
00 Oblivion.esm
01 Francesco's Leveled Creatures-Items Mod.esm
02 Francesco's Optional New Items Add-On.esm
03 Oscuro's_Oblivion_Overhaul.esm [Version 1.34Beta3]
04 Mart's Monster Mod.esm [Version 3.6beta2]
05 TamrielTravellers.esm [Version 1.36]
06 FCOM_Convergence.esm [Version 0.9.9a7]
07 Natural Interiors.esm [Version 0.9.5]
08 ScreenEffects.esm
09 You Are Here.esm
0A Kvatch Rebuilt.esm
0B Duke Patricks Dont Be A Soch.esp [Version 2.2]
0C Mighty Umbra.esp
0D Slof's Oblivion Robe Trader.esp
0E Unofficial Oblivion Patch.esp [Version 3.2.0]
0F UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
10 Oblivion Citadel Door Fix.esp
11 Unofficial Shivering Isles Patch-MOBS-FCOM.esp [Version 1.4.0]
12 DLCShiveringIsles.esp
13 Francesco's Optional Chance of Stronger Bosses.esp
14 Francesco's Optional Chance of Stronger Enemies.esp
15 Francesco's Optional Chance of More Enemies.esp
16 Francesco's Optional Leveled Guards.esp
17 TIE In - DiverseGuardUnity.esp [Version 1.07]
18 FCOM_Francescos.esp [Version 0.9.9]
19 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
1A FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
1B Fran Armor Add-on.esp
1C Bob's Armory Oblivion.esp
1D TIE In - BobsGuardUnity.esp [Version 1.07]
1E FCOM_BobsArmory.esp [Version 0.9.9]
1F Loth's Blunt Weapons for Npcs.esp
20 FCOM_LothsBluntWeapons.esp [Version 0.9.9]
21 Oblivion WarCry EV.esp
22 FCOM_WarCry.esp [Version 0.9.9]
23 Oscuro's_Oblivion_Overhaul.esp [Version 1.34Beta3]
24 FCOM_Convergence.esp [Version 0.9.9]
25 TIE In.esp [Version 1.07]
26 TIE In - FCOM Convergence.esp [Version 1.07]
27 FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
28 FCOM_RealSwords.esp [Version 0.9.9]
29 TIE In - RealSwords.esp [Version 1.07]
2A Mart's Monster Mod - Hunting & Crafting.esp [Version 3.6Beta2]
2B Mart's Monster Mod - Less Bone Loot.esp [Version 3.6beta2]
2C FCOM_SaferRoads.esp [Version 0.9.9]
2D Mart's Monster Mod - Vindasel.esp [Version 3.6Beta2]
2E Mart's Monster Mod - Dungeons of MMM.esp [Version 3.6Beta2]
2F FCOM_FriendlierFactions.esp [Version 0.9.9]
30 FCOM_BobsGuardUnity.esp [Version 0.9.9]
31 FCOM_HungersUnitySI.esp [Version 0.9.9]
32 TamrielTravellers4000.esp [Version 1.36]
33 TamrielTravellersItemsNPC.esp [Version 1.36]
34 FCOM_TamrielTravelers.esp [Version 0.9.9]
35 Knights.esp
36 Knights - Unofficial Patch.esp [Version 1.0.9]
37 TIE In - Knights.esp [Version 1.06]
38 FCOM_Knights.esp [Version 0.9.9]
39 FCOM_MightyUmbra.esp [Version 0.9.9]
3A FCOM_SlofsRobeTrader.esp [Version 0.9.9]
3B bgBalancingEVCore.esp [Version 9.13EV-D]
3C bgBalancingEVOptionalFCOMAdditions.esp [Version 9.12EV-D]
3D bgBalancingEVOptionalNPCDiversity, for Wrye Bash.esp [Version 9.12EV-D]
3E bgBalancingOptionalNPCDiversity, for Wrye Bash Better Redguards.esp [Version 9.0EV-D]
3F bgBalancingOptionalNPCDiversityKvatchRebuilt, for Wrye Bash.esp [Version 9.0EV-D]
40 Fran_Lv30Item_Maltz.esp
41 Natural_Habitat_by_Max_Tael.esp
42 AliveWaters.esp
43 AliveWaters - Slaughterfish Addon.esp
44 AliveWaters - Koi Addon.esp
45 Natural_Weather_with_darker_Nights_by_Max_Tael.esp
46 Atmospheric Oblivion.esp
47 Atmospheric Oblivion - OOO Patch.esp
48 Atmospheric Oblivion - MMM Patch.esp
49 Origin of the Mages Guild.esp [Version 5.0]
4A FCOM_OMG.esp [Version 0.9.9]
4B FCOM_OMGSRT.esp [Version 0.9.9]
4C FCOM_UnofficialFranArmorAddon.esp [Version 0.9.9]
4D Francesco's Dark Seducer Weapons Patch.esp
4E 300_Darker_Cyrodiil Imperial City.esp
4F HighwayManExtended.esp
50 Natural_Vegetation_by_Max_Tael.esp
51 Natural_Weather_by_Max_Tael.esp
52 Enhanced Water v2.0 HD.esp
53 Natural Interiors - Cities.esp [Version 0.9.5]
54 Natural Interiors - NE Compatibility.esp [Version 0.9.5]
55 Natural Interiors - Slightly Louder Sounds.esp [Version 0.7]
56 MIS Low Wind.esp
57 MIS New Sounds Optional Part.esp
58 nVidia Black Screen Fix for Natural Interiors.esp [Version 1.0.0]
59 AmbientTownSounds.esp
5A Symphony of Violence.esp
5B ScreenControls.esp
5C AmbientDungeons.esp [Version 1.2]
5D Kvatch Rebuilt.esp
5E Kvatch Rebuilt - Leveled Guards - FCOM.esp
5F Kvatch Rebuilt - OOO Compatibility.esp
60 ChaseCameraMod.esp
61 VanityCameraSmoother.esp
62 Oblivion XP.esp [Version 3.0.1]
63 Oblivion XP - Knights.esp [Version 1.0]
64 Enhanced Hand to hand.esp
65 MotionBlur.esp
66 omg-waterrefraction.esp
67 omg-watersettings.esp
68 Duke Patrick's Health Alarm RED DEATH and Heartbeat.esp
69 PersuasionOverhaul.esp [Version 1.3]
6A PersuasionOverhaul_MMM.esp [Version 1.2]
6B PersuasionOverhaul_OOO.esp [Version 1.2]
6C Duke Patricks - Near Miss Magic And Arrow Shots Alert The Target.esp
6D Duke Patricks - Fresh Kills Now Alert The NPCs.esp
6E MaleBodyReplacerV4.esp
6F Better Redguard v2.esp
70 Duke Patricks - Smash of the Titans.esp
71 JJR'sWhiskers and Eyebrow.esp
72 Duke Patricks - BASIC Script Effect Silencer.esp
73 Bashed Patch, 0.esp
[/codebox]
User avatar
Elisabete Gaspar
 
Posts: 3558
Joined: Thu Aug 31, 2006 1:15 pm

Post » Thu Dec 26, 2013 1:02 pm

Some people have reported that problem and I don't know exactly what causes it. Are you sure you have the latest version of pluggy? ScreenControls.esp requires it to work, but ScreenEffects.esm does not, so maybe you didn't realize you need it.
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Thu Dec 26, 2013 3:34 am

Glad to find this. Now my screenshots look appealing /wink.gif' class='bbc_emoticon' alt=';)' />
User avatar
Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Thu Dec 26, 2013 1:43 pm

Do you think you can fix that CTD when entering buildings in the near future?
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Thu Dec 26, 2013 2:34 pm

That CTD is related to obge and certain systems. It's not my problem.
User avatar
Inol Wakhid
 
Posts: 3403
Joined: Wed Jun 27, 2007 5:47 am

Post » Thu Dec 26, 2013 11:36 am

I upgraded from AWS to Enhanced Weater and Screen Effects a few weeks ago and like some other users out there now have frequent crashes when entering interiors, usually shops or houses (never caves, ruins etc).

I've found however that if I'm carrying a torch, I never have a crash problem. So for the moment problem solved for me - hotkey a torch, enter a shop, put away torch.

Thanks for all of the work involved in this,

Gravy
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Thu Dec 26, 2013 3:56 am

This seems a bit harsh. Could you give more details as to the interaction that's involved? There is no information on Timeslip's site, since OBGE is dead, and the official OBGE forum thread is long since purged, so there's nowhere else to find out what the interaction actually is, or what system specs influence/cause the issue, but from someone present who knows. Additionally, I would respectfully submit, that since you have integrated OBGE, it is your problem--- you inherited it.

Secondly, and speaking of crash prevention, I was looking at the "how to solve your problems" section of the OP, and was wondering: am I right in assuming that the instructions to turn off AGP Acceleration are invalid if you actually have an AGP card? I do, and I presume that I want AGP Acceleration to remain on.... so if I'm having a crash on interior/exterior switch (haven't been able to play lately, so don't know either way atm, but I'm concerned, given the general lack of information as to solutions if I do encounter the problem), what are my options, as opposed to those who have PCI-E cards, for whom AGP Acceleration is obviously invalid?
User avatar
WTW
 
Posts: 3313
Joined: Wed May 30, 2007 7:48 pm

Post » Thu Dec 26, 2013 1:19 pm

This was discussed in a previous thread and it was determined that the same crashes were occuring *even without screen effects loaded* as long as OBGE was doing any drawing to the screen. I can't solve that -- OBGE isn't my code and I don't know how to fix it any way.

If you have an AGP card, I'm not sure that ScreenEffects is really a mod you should be running, seeing as AGP cards are years and years old right now. You could try turning off AGP acceleration but I don't know what the results would be.

My best understanding of the subject is that there is some conflict between OBGE and the internal HDR shader (the only shader that switches consistently on interior/exterior changes). Or maybe not, because AFK it happens with HDR off. So maybe the bloom shader too. I really have no clue.
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Thu Dec 26, 2013 6:47 am

Not completely true; AGP cards are still available for 1.5 generations back-- I'm running a nVidia 7900GS, and my friend has an ATI 3850. So while the AGP technology is indeed years and years old, the cards using them are relatively current.

And of course, upgrading to PCI-E would mean essentially replacing every major component of my PC (excepting the hard drives), which is not really feasible at this time.

Are you saying that despite the ability of the GPU to actually handle the mod, the base technology (AGP) might let me down when using Screen Effects? I did have a short opportunity to play with it (using alongside All-Natural Enhanced Seasons and Ambient Dungeons), but it wasn't long enough to say that multiple interior/exterior switches wouldn't be a problem--- though I did have a complete blackout on exiting one interior (I was shopping, and this was like the third store I had popped into and out of in fairly rapid succession). I thought that was a nVidia black screen problem, though (since it was a test game, I'm not sure I had all the black screen fixes applied at that time); I didn't attribute it to SE.

Another thing I'm not completely clear on; does SE work (properly) without HDR? Or is HDR required? Now that I have an SM 3.0 capable card, I can (and have been) using HDR, but as we all know, it has its own problems, so I'm considering going back to Bloom, or neither. Will that impact Screen Effects negatively?
User avatar
Cheville Thompson
 
Posts: 3404
Joined: Sun Mar 25, 2007 2:33 pm

Post » Thu Dec 26, 2013 4:07 pm

I don't remember exactly where to find the details, but as qzilla says it's in one of the previous threads. I was one of the people who was trying to help track down the problem and it was difficult to figure out but basically anything that interacts with ScreenEffects was causing the game to crash after entering and then leaving interiors after about the 4th or 5th attempt. I tried it using the Enhanced Seasons module for All Natural, and later with the Forward Motion Blur mod, and the results were always consistent.

My test consisted of a run in and out of every door in the IC Market District, starting from the NE corner and hitting each one until the game crashed. With SE, like I said, 3-5 hits and it was done. Without SE, I went several loops around the district. When that got boring, I upped the ante and went on a killing spree. Dragged guards from all over the city around with me. Still didn't crash for quite some time but I'm pretty sure that was eventually just because I overdid it.

We then did some stuff with modifying the shader file that comes with SE. Stuff I didn't really understand, but qzilla said that what was done isolated the issue down to the OBGE module which is out of his control. Something Timeslip would have to fix if it was even possible.

It didn't matter if I was using my old nVidia card or my new ATI card, so it hasn't got a thing to do with black screen fixes.
User avatar
Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Thu Dec 26, 2013 3:14 am

Anything that interacts with OBGE that is. Forward Motion Blur doesn't use screen effects but does use OBGE.

I wasn't aware that they made AGP cards with chipsets that recent. HDR is not required, neither is SM 3.0. The only way to tell if you will have problems with the interior/exterior crash bug is to try the mod and see if it happens. If it does, you can try the things listed in the 1st post, otherwise there really isn't much I can say because I really don't know exactly what the problem is or how to fix it if I did know.
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Thu Dec 26, 2013 5:16 pm


Do you happen to know if Ambient Dungeons uses OBGE as well, or just SE?
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Thu Dec 26, 2013 8:23 am

If it uses SE, it uses OBGE, since SE uses OBGE. Acronyms, oy.
User avatar
CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm

Post » Thu Dec 26, 2013 2:16 am

I seem to be having an issue with this. When I use it, everything defaults to 0, so the whole screen turns gray. When I use a mod that uses screen effects (like Enhanced Weather - Enhanced seasons) the screen turns gray, and even screen controls can't change it (so I'm basically left blind)
User avatar
Mario Alcantar
 
Posts: 3416
Joined: Sat Aug 18, 2007 8:26 am

Post » Thu Dec 26, 2013 2:05 pm


Have you read the thread? These are commonly occurring problems from improper installations, so try the existing solutions first.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Thu Dec 26, 2013 5:45 pm

Hi,

I didn't use ScreenEffects or any of the shiny mods that used it because it gave me performance problems even with the additional blur passes commented out. I didn't realize I could disable the blur entirely. Now I'm using Ambient Dungeons with EW and Enhanced Seasons, and I like them a lot. I wish you'd been more specific about the performance fix. :\

In any case, thank you for your work on the mod.
User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Thu Dec 26, 2013 12:05 pm

Sorry... Considering the age of the thread, I wasn't even sure if any of this was up to date... Thank you. I, of course, didn't have pluggy... /rolleyes.gif' class='bbc_emoticon' alt=':rolleyes:' />
User avatar
Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Thu Dec 26, 2013 3:02 am

Hi qzilla -

I'm getting ready to update Vim & Vigor Advanced, and am interested in using the Blur effect in Screen Effects. Hear is http://www.gamesas.com/bgsforums/index.php?s=&showtopic=839286&view=findpost&p=13654787 I made in my thread. Is it ok with you if I use your plugin?

If so, do you have any suggestions / recommendations for me?
User avatar
Scott Clemmons
 
Posts: 3333
Joined: Sun Sep 16, 2007 5:35 pm

Post » Thu Dec 26, 2013 12:19 pm

I just wanted to chime in and say thank you for the tip of setting my "AGP Texture Acceleration" to "Disabled" (It doesn't do any harm since I have a PCI-e 8800GT). It seemed to fix my CTD's with interior/exterior transitions!!! /biggrin.gif' class='bbc_emoticon' alt=':D' /> FYI - I use ScreenEffects with Enhanced Weather and it looks amazing!
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Thu Dec 26, 2013 4:18 pm

For some reason I am unable to deactivate AGP Texture Acceleration.

On the second screen, the display screen, under DirectX Features the three options (AGP Acceleration, Direct 3D Acceleration, Direct Draw acceleration) are always active and there is no option to turn any of them off.

I've redownloaded and reinstalled drivers for my ATI 4870 a couple of times. I have the latest version of directX, and have been to the dxdiag window countless times. Checked with ATI catalyst, Called ATI (they blame DirectX), Called my MB company (they blame DirectX). Have not called microsoft (not that masochistic). I don't know how to deactivate the AGP function. Clicking on it does nothing. No context menu, no options. All dxdiag does is tell me it is active.

any suggestions?

thanks
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Thu Dec 26, 2013 6:52 am

Ignore it, because it's not a magic bullet either and if you can't disable it there's nothing you can do about it. Microsoft will blame your video drivers. Yes, a friend of mine was that masochistic and spent nearly an entire day playing phone tag with those boneheads only to have them say it was ATI's fault.
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Thu Dec 26, 2013 9:32 am



Yep.

I disabled agp acceleration after reading the items in this thread, and even with screen effects/enhanced seasons I was able to play for 4 hours without a crash (going in and out of interiors and exteriors.) After a computer restart I started crashing again when going through the fourthish interior (consistently.)

Frustrating beyond belief. I'm tempted to re-enable, and then re-disable it.
User avatar
Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Thu Dec 26, 2013 8:35 am

Yeah I've been through that 3-4 times with this mod.

I try it out it would work fine - I think stable - load a few more other mod updates in - lose stability test those mods and all along it was this - again. It seems to be inconsistent in its instability (wait does that make sense).

oh well - maybe scanti and ovep people will cook up something better soon.
User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Thu Dec 26, 2013 8:13 am

Howdy! My matrix of perception thing won't show up either!

I installed pluggy and I have everything up to date it just doesn't appear. It svcks /sad.gif' class='bbc_emoticon' alt=':(' />

edit: I installed some race mods and moved Oblivion from the C drive to another drive and now it shows up. i dunno what those things had to do with it but it works now, hooray /biggrin.gif' class='bbc_emoticon' alt=':D' />
User avatar
Yonah
 
Posts: 3462
Joined: Thu Aug 02, 2007 4:42 am

PreviousNext

Return to IV - Oblivion

cron