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

Post » Wed Sep 01, 2010 10:50 am

ScreenEffects v1.0 (http://www.gamesas.com/bgsforums/index.php?showtopic=858920)

Download:
from TESNexus http://www.tesnexus.com/downloads/file.php?id=16323

Installation
If you are downloading ScreenEffects in order to use a mod that is dependent on it, make sure to install ScreenEffects first.
The ScreenEffects readme.txt file contains clear instructions on what to do if you were previously using version 0.90 (AKA the only other version). Failure to follow those instructions will result in Very Bad ThingsTM! YOU HAVE BEEN WARNED.

Description:

Requires http://obse.silverlock.org/ or higher!
Requires http://karamail.nerim.net/elys/Pluggy/ 089 or higher! (Only for optional ScreenControls UI)

ScreenEffects allows modders to easily control eight visual effects via script:
  • Brightness
  • Shadows Intensity
  • Highlights Intensity
  • Contrast
  • Saturation
  • Graduated Filter Magnitude
  • Posterization
  • Fullscreen Blur
Full instructions for modders are in the included readme (which you can also access via the handy link above this description).

Also included is an example mod, which also serves as a handy utility: ScreenControls. ScreenControls provides a simple UI for manually adjusting the eight values controlled by ScreenEffects. Mess with them for fun, or use it to preview and tweak the graphic effects you want to add to your own mod! Version 1.0 adds the ability to save up to 4 presets for easy customization of different areas (dungeon, castle, daylight, nighttime, just as examples).

Make sure to check the screenshots on the TESNexus page for some examples of what can be done, and upload your own!

Mods that use ScreenEffects:
http://www.gamesas.com/bgsforums/index.php?showtopic=856141
http://www.gamesas.com/bgsforums/index.php?showtopic=848100
http://www.gamesas.com/bgsforums/index.php?showtopic=873604
http://www.gamesas.com/bgsforums/index.php?showtopic=874497
Modders please post here with links to any mods that use ScreenEffects!

Important Notes for Modders:
I forgot to add the specific names of all the ControlStack containers to the readme. Please scroll down to see the list of control stack container EditorIDs! Also see below for important installation instructions!

How to Solve Your Problems:
If you are getting CTDs when moving from exterior to interior cells and back try the following:
1) go to Start->Run, type in 'dxdiag' and hit OK
2) Cick the Display tab at the top of the dxdiag window
3) Under DirectX Features you will see something labeled 'AGP Texture Acceleration: Enabled'
4) Click Disable. When it asks you to confirm, click OK again.
5) Click Exit and then run oblivion again.

If you are having problems with black or grey screens appearing after installing ScreenEffects do the following:
1) disable ScreenEffects.esm, ScreenControls.esp, as well as any other mods that use ScreenEffects.esm
2) Start Oblivion, load any saves you wish to continue using and resave them.
3) Quit oblivion, then re-enable the files you previously disabled
4) If you are using the optional ScreenControls.esp, you will need to make sure that you have the latest version of pluggy installed for it to work correctly.
If your problem persists after following the above steps, you will need to take your problem to the thread for the ScreenEffects-dependent mod and/or mods that you are using.

For Modders:
The EditorIDs of the control stack containers to which you need to add your control items are:
SCBrightnessStack
SCShadowsStack
SCHighlightsStack
SCContrastStack
SCSaturationStack
SCGFMagStack
SCPosterizeStack
SCBlurMagStack
Items must be added to the appropriate stack in order for them to work in your mods!
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DAVId MArtInez
 
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Post » Wed Sep 01, 2010 11:20 pm

New test conditions:

* Released version of OBGE.
* Version 1.1a Forward motion blur.
* Screen Effects disabled.
* All other mods the same as usual - with a second test run with only the motion blur active.

Results 1 - Motion blur active:

Characters new and old can enter anywhere from 3-10 interior cells before the game crashes. It's not quite as predictable as the problem with Screen Effects, but it's impossible to visit every interior in the Market District before the game crashes. All of this takes a relatively short period of time, easily less than 5 minutes.

Results 2 - Motion blur deactivated:

Characters new and old are able to run circles around the IC in any district, several times over. Sometime standing inside for a few seconds, other times rapidly exiting and entering a new cell. Hwoever the game does not crash after 15 minutes of doing this over and over.


Then it's definitely OBGE/drivers. As for why the motion blur causes CTDs less I imagine it is because it updates the shader variables less frequently than screen effects does (it won't do anything while you are standing still).

At this point the only thing I can think of would be to try to get in touch with Timeslip (the guy who made OBGE to begin with).
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Vincent Joe
 
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Post » Wed Sep 01, 2010 5:42 pm

I don't know if it helps or not but the source code for OBGE is available: http://timeslip.chorrol.com/obge.html

I looked at it but haven't got clue 1 what all that does. But you might have better luck.
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Your Mum
 
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Post » Wed Sep 01, 2010 12:11 pm

That's out of my depth as well, and to be honest I don't really have the time or patience to try to track this down at that level even if I did have some idea of what I was doing.
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Pumpkin
 
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Post » Wed Sep 01, 2010 4:39 pm

I hope I am the one that brings some good news today.

I did some thinking this time, instead of testing without knowing what I was testing, so I ask myself the question why do I get a CTD when entering a specific building and not with others and why does someone ells that has the same graphic card as I do the same problem. This lead me to believe it has something to do with what was inside the building rather then the mods itself.

Same Graphic Card => Problem in interiors => Black screen problem occurs in interior => Not running the so called (nVidia Black Screen Fix) => Problems

Conclusion:

When you have an NVidia Geforce card you need to run the (nVidia Black Screen Fix Updated v1.02.esp) to fix the CTD problem when using the following mods.

nVidia Black Screen Fix Updated
http://www.tesnexus.com/downloads/file.php?id=17947

- OBGE & OVEP - Screen Effects v1.0
- OBGE & OVEP - OBGE Motion Blur v1.5

I hope someone can confirm my findings.

EDIT POST:
It is not working as I was hoping it would be. A few CTD occurred.

================================================

Test conditions: Third Test.

Video card MSI Geforce 8800GTX with driver 169.21

Auto save when passing threw a door = Active.

I added (nVidia Black Screen Fix Updated v1.02.esp) to the list of mods.

Installed:
- Game - Oblivion
- Game - SI
- Game - all official plug in's
- Latest Patch v1.2.0416
- Oblivion Mod Manager v1.19
- Oblivion Script Extender v0015
- OBSE Elys Pluggy v91 Beta
- A few mods on which I am working (Modding)
- OBGE & OVEP - Screen Effects v1.0
- OBGE & OVEP - OBGE Motion Blur v1.5
- nVidia Black Screen Fix Updated v1.02.esp

Conclusion:
The three mods (OBGE & OVEP - Screen Effects v1.0) and (OBGE & OVEP - OBGE Motion Blur v1.5) and (nVidia Black Screen Fix Updated v1.02.esp) seam to be working perfectly without any problem so far.

I can now enter and exit every building without any CTD.

EDIT POST:
It is not working as I was hoping it would be. A few CTD occurred.
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Paul Rice
 
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Post » Wed Sep 01, 2010 4:00 pm

I've been running the new black screen fix in the new Wrye Bash. So that's definitely not it. But you might be right that there is something in the interiors which is helping to cause this.

As for the OBGE source code, I did download it and I'm able to compile it. That said, I don't really understand the code very well, since I don't have any experience with DirectX.

Oh, I did use the released OBGE to test the motion blur mod. It crashed. Just because I CAN compile it doesn't mean I'm not testing with the released version too. :) In fact, in this case I used the version of OBGE that came with the motion blur mod. It should be the same thing that your mod used, but if you want I can replace it with the one from your mod.

Sjors: Can you try entering and exiting Vilverin? That's where I've been testing my crashes. I can get it to crash just about anywhere though.
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emma sweeney
 
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Post » Wed Sep 01, 2010 8:08 pm

Ralgor:
Could you send me some direct transport coordinates. I have currently no saves in SI at all.

What is different about entering a building in contradiction of exiting a building?
I only get an CTD when entering a few specific buildings never when I exit them.
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neil slattery
 
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Post » Wed Sep 01, 2010 1:58 pm

Ralgor:
Could you send me some direct transport coordinates. I have currently no saves in SI at all.

What is different about entering a building in contradiction of exiting a building?
I only get an CTD when entering a few specific buildings never when I exit them.

Just type 'player.coc vilverin' in the console. You'll be right near the exit.

This is near the Imperial City, btw.
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jadie kell
 
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Post » Thu Sep 02, 2010 12:02 am

This sounds very awesome. Has anyone tried upping the saturation, contrast and posterising yet to make Oblivion look cartoony?
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Adam Porter
 
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Post » Wed Sep 01, 2010 6:34 pm

The posterize effect isn't really very good (super simple). If I get around to it I could try to replace it with some sort of cell shading shader, which would do the trick. I've got sample code for that, just a matter of plugging it in and messing with settings.
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CArla HOlbert
 
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Post » Thu Sep 02, 2010 12:08 am

Quzilla:
The only thing I know for sure is that the CTD is only present when I only activating the (ScreenEffects.esm) mod file and the CTD only occur when entering certain buildings or ruins.

The (OBGE & OVEP - OBGE Motion Blur v1.5) mod does not cause the CTD nor has it influence on the CTD effect coused by the (ScreenEffects.esm) file.

Ralgor:
I also encounter the CTD at the Vilverin ruin.
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Emmie Cate
 
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Post » Thu Sep 02, 2010 1:38 am

Thought you might find this interesting while I still have the 4870X2 to cook for a bit. Ran the same tests as before, running around the Market District, entering and exiting buildings. It held up for awhile longer than with the nVidia, but eventually crashed out when trying to enter a building. I won't be able to check this again for an ATI card since it's going back in the morning, but I can always run the check again with the GTX280 I'm bringing back in its place :)
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Your Mum
 
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Post » Wed Sep 01, 2010 4:18 pm

sjors: http://www.gamesas.com/bgsforums/index.php?showtopic=859546. I really couldn't figure out -why- SE was the cause, but well, it was...somehow.
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CRuzIta LUVz grlz
 
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Post » Wed Sep 01, 2010 2:21 pm

Yea, on one of the previous threads we went into some detail on why it might be happening and narrowed it down to something to do with the shader included with SE. But the going theory was it was tied to nVidia cards in some way. I had an 8800GTX, had switched to an ATI 4870X2 ( ugh, don't under any circumstances waste your money! ) so figured before I took it back I'd check again only to find the same problem. I'll have another go now that my GTX280 is in place and working and report back.
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CHARLODDE
 
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Post » Wed Sep 01, 2010 1:02 pm

I thought we determined that the cause was OBGE? I don't remember who it was that compile a debug of OBGE and said that it caused the crash if it started drawing to the screen.
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Andy durkan
 
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Post » Wed Sep 01, 2010 1:53 pm

Well if we hadn't established that before, we sure have now. GTX280 = No go. Crashed after the 3rd door, well within the expected period. No SE = Smooth as silk in the IC Market District.
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Javaun Thompson
 
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Post » Wed Sep 01, 2010 10:09 am

I have the latest versions of:

-Oblivion
-OBSE (00015)
-OBGE (0.1)
-Pluggy (0.91)
-ScreenEffects (1.0)
-Enhanced Weather (1.2)

EDIT: I should also note I'm using FCOM and a number of other mods, all the latest versions, and none of which should affect the game view directly.

However, whenever I start a new game, or try loading a game, I get a completely grey screen.

I've seen scattered reports of this.
Some say updating Enhanced Weather to 1.2 fixed the problem. Not for me.
I followed the grey screen FAQ on the ScreenEffects forum to no avail

I have even tried renaming the obge.dll file from my OBSE\plugins folder with ScreenEffects, ScreenControls, and Enhanced Weather disabled (and rebuilt my bashed patch) and the screen still switches completely grey after about 1-2 seconds of playing. This only started when I tried these mods however.

I posted this in the Enhanced Weather topic as well at http://www.gamesas.com/bgsforums/index.php?showtopic=861341&st=100&gopid=12720823&# as I didn't know where it belongs. Any insight?


UPDATE
I tried deleting the ScreenEffects.ini file from pluggy's User Files as well and it had no effect

I heard back from Wrinklyninja on the EW forum, and he is unable to find anything with EW that might be causing the problem. Is it possible it is some sort of SE remnant causing the issue? I'm so confused how it could still be occurring after I disable all relevant mods and rebuild my bashed patch.
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A Boy called Marilyn
 
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Post » Wed Sep 01, 2010 8:03 pm

The grey screen issue only occurs when the contrast is being set to zero. By default ScreenEffects sets to contrast to 1 -- the only way it can be set to 0 is by a client mod. I would do this:

1) uncheck ALL ScreenEffects related mods. Load your game then save in a new slot and quit.
2) Enable ScreenEffects.esm only - load your new save game and check for grey screen.
a) if there is a grey screen, go back to step 1 because you missed a mod.
3) Enable the EW files, check for grey screen.
a) if there is a grey screen, it is something wrong with EW.

edit: there were also reports of grey screens with certain older versions of pluggy, try using a more recent version
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Nany Smith
 
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Post » Wed Sep 01, 2010 8:09 pm

I updated Pluggy at the same time I updated Screen Effects to 1.0 and EW to 1.2.

Unfortunately I updated the latter two first, and didn't realize my Pluggy was out of date, and it had the grey screen issue. So I updated pluggy to 0.91 and then tried again--still a grey screen.

So per my first post, I tried disabling ALL SE and EW mods, which, as far as I'm aware, are the only mods I have which utilize Screen Effects at all. Maybe I did miss one though... unfortunately I don't know how to tell which mod is looking for Screen Effects, if any, as I'm not using anything I haven't used before I got Screeen Effects in the first place. But anyway, even with Screen Effects and Enhanced Weather disabled, I still get the grey screen issue.

Using ScreenControls I can adjust the brightness, contrast, etc. but none of them affect the grey screen. It makes the grey get lighter or darker, but doesn't actually change it.

This might be obvious, but it isn't a solid grey, it looks like it has a film-grain effect applied to it. The grey also only appears indoors. When my I found my way out the door with the grey screen and went outside, the screen turned blue


I totally understand what you're saying about it being EW's issue if the problem still occurs, but the problem still occurs even without EW or SE, so it almost seems to me like it's some remnant that didn't get cleared out from the first time I used it or something. But unfortunately I have no idea :(
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Beulah Bell
 
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Post » Wed Sep 01, 2010 12:01 pm

So it only happens in interiors, it isn't affected by screencontrols, and disabling anything ScreenEffects related doesn't help?

It sounds like a bug I kept getting back in the day, a variant on the NVIDIA black screen bug, that gave me grey screens in interiors instead. I used BlackScreenSneakFix.esp to fix it. I got it off TES Nexus, mabye buddah can help find which file it is.
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Kayla Oatney
 
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Post » Wed Sep 01, 2010 10:13 pm

So it only happens in interiors, it isn't affected by screencontrols, and disabling anything ScreenEffects related doesn't help?

It sounds like a bug I kept getting back in the day, a variant on the NVIDIA black screen bug, that gave me grey screens in interiors instead. I used BlackScreenSneakFix.esp to fix it. I got it off TES Nexus, mabye buddah can help find which file it is.


Correct, except it also happens in exteriors--except the entire screen is blue instead of grey. Maybe it's a different issue, but since I never experienced anything like this before upgrading SE and trying ES, I'm not sure what to think...

I'll try the black screen fix and see if it does anything for me. I'm using an ATI video card but maybe that doesn't matter for this particular issue. Thanks!\

UPDATE
I was wrong--it is always a grey screen, indoors and out--it just looks brighter outdoors.
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^_^
 
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Post » Wed Sep 01, 2010 6:58 pm

Do you use Wrye Bash?
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Brooke Turner
 
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Post » Wed Sep 01, 2010 12:10 pm

Hi,

I have some interesting news. My game was having the same CTD issue going from interior<->exterior. I tried following the instructions in the OP, but to no avail.

But, then I disabled AGP Texture Acceleration in Dxdiag, and now everything works perfectly.

Can someone who is still having issues test my theory and see if it works please.

Thanks
A
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Rebekah Rebekah Nicole
 
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Post » Wed Sep 01, 2010 8:03 pm

I'm going to be re-making Ambient Dungeons for ScreenEffects 1.0, having gotten permission from Kalendra to use his values. I thought I better post this here to let you know another ScreenEffects 1.0 mod is coming.
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Umpyre Records
 
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Post » Wed Sep 01, 2010 7:11 pm

Hi,

I have some interesting news. My game was having the same CTD issue going from interior<->exterior. I tried following the instructions in the OP, but to no avail.

But, then I disabled AGP Texture Acceleration in Dxdiag, and now everything works perfectly.

Can someone who is still having issues test my theory and see if it works please.

Thanks
A


Interesting. Is that a setting that PCI-e users would still have? I have to admit to a fair bit of ignorance when dealing with dxdiag stuff.
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jodie
 
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