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

Post » Wed Sep 01, 2010 4:42 pm

Are you using the latest version of Ambient Dungeons? I remember I fixed a bug causing that sort of thing a bit ago, can't remember which version.

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
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BRIANNA
 
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Post » Wed Sep 01, 2010 8:02 pm

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...

Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  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.esm09  You Are Here.esm0A  Kvatch Rebuilt.esm0B  Duke Patricks Dont Be A Soch.esp  [Version 2.2]0C  Mighty Umbra.esp0D  Slof's Oblivion Robe Trader.esp0E  Unofficial Oblivion Patch.esp  [Version 3.2.0]0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]10  Oblivion Citadel Door Fix.esp11  Unofficial Shivering Isles Patch-MOBS-FCOM.esp  [Version 1.4.0]12  DLCShiveringIsles.esp13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp16  Francesco's Optional Leveled Guards.esp17  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.esp1C  Bob's Armory Oblivion.esp1D  TIE In - BobsGuardUnity.esp  [Version 1.07]1E  FCOM_BobsArmory.esp  [Version 0.9.9]1F  Loth's Blunt Weapons for Npcs.esp20  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]21  Oblivion WarCry EV.esp22  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.esp36  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.esp41  Natural_Habitat_by_Max_Tael.esp42  AliveWaters.esp43  AliveWaters - Slaughterfish Addon.esp44  AliveWaters - Koi Addon.esp45  Natural_Weather_with_darker_Nights_by_Max_Tael.esp46  Atmospheric Oblivion.esp47  Atmospheric Oblivion - OOO Patch.esp48  Atmospheric Oblivion - MMM Patch.esp49  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.esp4E  300_Darker_Cyrodiil Imperial City.esp4F  HighwayManExtended.esp50  Natural_Vegetation_by_Max_Tael.esp51  Natural_Weather_by_Max_Tael.esp52  Enhanced Water v2.0 HD.esp53  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.esp57  MIS New Sounds Optional Part.esp58  nVidia Black Screen Fix for Natural Interiors.esp  [Version 1.0.0]59  AmbientTownSounds.esp5A  Symphony of Violence.esp5B  ScreenControls.esp5C  AmbientDungeons.esp  [Version 1.2]5D  Kvatch Rebuilt.esp5E  Kvatch Rebuilt - Leveled Guards - FCOM.esp5F  Kvatch Rebuilt - OOO Compatibility.esp60  ChaseCameraMod.esp61  VanityCameraSmoother.esp62  Oblivion XP.esp  [Version 3.0.1]63  Oblivion XP - Knights.esp  [Version 1.0]64  Enhanced Hand to hand.esp65  MotionBlur.esp66  omg-waterrefraction.esp67  omg-watersettings.esp68  Duke Patrick's Health Alarm RED DEATH and Heartbeat.esp69  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.esp6D  Duke Patricks - Fresh Kills Now Alert The NPCs.esp6E  MaleBodyReplacerV4.esp6F  Better Redguard v2.esp70  Duke Patricks - Smash of the Titans.esp71  JJR'sWhiskers and Eyebrow.esp72  Duke Patricks - BASIC Script Effect Silencer.esp73  Bashed Patch, 0.esp

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Cameron Garrod
 
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Post » Thu Sep 02, 2010 1:01 am

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.
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Kelly Tomlinson
 
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Post » Wed Sep 01, 2010 4:33 pm

Glad to find this. Now my screenshots look appealing ;)
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Marnesia Steele
 
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Post » Wed Sep 01, 2010 9:13 pm

Do you think you can fix that CTD when entering buildings in the near future?
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trisha punch
 
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Post » Wed Sep 01, 2010 11:54 pm

That CTD is related to obge and certain systems. It's not my problem.
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Jerry Jr. Ortiz
 
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Post » Wed Sep 01, 2010 5:49 pm

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
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Milagros Osorio
 
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Post » Wed Sep 01, 2010 9:12 pm

That CTD is related to obge and certain systems. It's not my problem.

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?
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Ladymorphine
 
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Post » Wed Sep 01, 2010 10:38 am

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.
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gemma
 
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Post » Wed Sep 01, 2010 8:59 pm

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.
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?
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Catharine Krupinski
 
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Post » Wed Sep 01, 2010 12:10 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.
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WTW
 
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Post » Wed Sep 01, 2010 7:05 pm

...basically anything that interacts with ScreenEffects was causing the game to crash...

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

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?

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.
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Elea Rossi
 
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Post » Wed Sep 01, 2010 6:16 pm

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


Do you happen to know if Ambient Dungeons uses OBGE as well, or just SE?
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Miranda Taylor
 
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Post » Wed Sep 01, 2010 11:19 am

If it uses SE, it uses OBGE, since SE uses OBGE. Acronyms, oy.
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Stryke Force
 
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Post » Thu Sep 02, 2010 12:46 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)
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Ally Chimienti
 
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Post » Wed Sep 01, 2010 10:11 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)


Have you read the thread? These are commonly occurring problems from improper installations, so try the existing solutions first.
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Chris Guerin
 
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Post » Wed Sep 01, 2010 10:49 am

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.
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Kill Bill
 
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Post » Wed Sep 01, 2010 11:32 am

Have you read the thread? These are commonly occurring problems from improper installations, so try the existing solutions first.

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:
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Tracey Duncan
 
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Post » Wed Sep 01, 2010 10:15 pm

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?
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Cccurly
 
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Post » Wed Sep 01, 2010 11:11 am

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!!! :D FYI - I use ScreenEffects with Enhanced Weather and it looks amazing!
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krystal sowten
 
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Post » Wed Sep 01, 2010 9:35 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
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Rachel Tyson
 
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Post » Wed Sep 01, 2010 9:39 pm

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.
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Crystal Clear
 
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Post » Wed Sep 01, 2010 9:18 pm

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.



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.
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flora
 
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Post » Wed Sep 01, 2010 10:05 pm

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.
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Chloe Yarnall
 
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Post » Wed Sep 01, 2010 5:14 pm

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 :(

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 :D
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Tarka
 
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