phwoo...That is the LONGEST PM I have ever sent about a mod! (if you care 2cents of what I am talking about, the http://www.gamesas.com/index.php?/topic/1087907-dead-mods/, otherwise, ignore)
anyways, well, at first, it did seem logical to think my card was overheating, since, it did only start doing that 2 hours after gameplay...however, I suppose I should not call it true until it has been tested. in the scientific world I believe tests on such matters aren't considered "true" or "false" until have 3 or more tests with similar if not the same result.
So, yes, yesterday things worked great for a good while. However today, that was not the case. I loaded up the game ALMOST immediately after booting up my comp. When it loaded things looked great in the interior cell I left off at...but, upon stepping outside, I KNEW something went wrong because my loading screen went from normal to white, and it took over a minute to load 50% (it loaded the first 50% easily in less than 3 seconds) and when I went to the tamriel worldspace? the Imperial City had succumbed to the hideous plague. I did not check any other parts of Tamriel, the IC was enough to let me know something went wrong.
in total, I played for about 3 minutes total, and 1 minute of that was loading.
honestly, I am thinking switching back to Vanilla resolution...the higher res is amazing and beautiful.......when it
works.
I am currently updating my drivers right now. The last thing I would like to mention is this strange thing the readme told me to do. It said "Oblivion does not like to load non Vanilla - Vanilla textures (Meaning it doesn't like altered Vanilla textures) when it is replacing the initial BSA file. The best way to fix is use a BSA Editor or OBMM." he went off on how to do it in OBMM - also mentioning Archive Invalidation doesn't work too well - and so I followed but I got a strange popup after finishing what he told me saying it was unable to alter any meshes/textures...I gave it a few tries, but never successful got it to work, until checking the "update on exit" box, which then, seemed to do the same thing but work....the only thing is, I had my doubts if it worked or not, which is where I am worried things went wrong.
I will upload the readme file elsewhere so you can read it (I hope I don't get in trouble for that, its not like I am distributing the mod itself). I figured doing this is better than having to download the mod since it is 2GB large, also, I could copy + paste, but there is an important image on it I believe you need to see.
I will post the readme anyways though, simple because you may not need the ONE reference image (I just recommend it)
Spoiler Qarl's Texture Pack III for TES IV: Oblivion
Created by Qarl
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Contents
Description
Installation
Usage
Contact Me
Issues
Credits
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Description
The purpose of this package is to make TES IV: Oblivion look even better than when you bought it. To do this I've created new textures, normal maps, specular and parallax maps to replace a large number of those in the game with ones which are higher resolution and more photorealistic, while at the same time still very close to the original feel of Bethesda's intentions. Replacement meshes are also included to use parallax mapping. However, due to the increased resolution, machines with lower-end graphics cards may see severe slow-down with this mod.
Features:
Most textures are 4 times the size of the originals. Some, even more. This makes things seem much clearer and sharper in-game.
A large number of meshes have been altered to take advantage of the game engine's parallax shader.
Only parts of the mesh which NEED parallaxing have the parallax flag enabled. This removes unwanted artifacts parallaxing can cause around corners.
Textures which use the parallax shader have been altered at the mipmap level so that things look very 3D from a distance but do not get the soupy artifacts associated with the parallax effect when viewed close-up.
Advanced normal map techniques used to make landscape textures seem very 3D.
Landscape color maps and normal maps edited at the mipmap level to reduce the tiling effect in the distance.
Mesh fixes from the Unofficial Oblivion Patch are included.
Things retextured:
Architecture
Landscape
Rocks
Dungeons
Blood splatters, falling snowflakes, butterflies
Furniture, and other medium-sized clutter
Things NOT retextured:
Clothes, armor, weapons, creatures, NPCs
Foliage, the sky
Kvatch, the Arena, and the Oblivion realm
Installation
Unzip QarlTP3.zip to your desktop.
Double-click on QarlTP3.exe (a self-extracting 7zip file) and extract it to your Oblivion\Data folder.
If you have either QTP3 beta or a mod which adds parallax meshes to your game, please read below!
Due to unfortunate artifacts which surface from meshes which have the parallax flag enable on surfaces where it's not needed or desired, I've painstakingly gone through all the meshes included in this pack and enabled the parallax flag for ONLY those parts of the mesh which require it.
If you have QTP3 beta installed, or have a mod like "Parallaxed Qarl" or one of the other parallax mods, you're going to want to remove the meshes installed by those mods because there are a good number of meshes which they deposit, that don't need to be there -and by being there, they cause the aforementioned parallax artifacts.
The best way to remove the previous parallax mods is with OBMM. If you have them installed with an omod, you can just uninstall them. Or if you don't you could make an omod of them, and then uninstall them.
If you don't want to go the omod route, you can manually delete the folders of meshes below. Warning: If you have another mod installed that puts custom meshes in any of these folders, you will be removing the mesh it needs and will get big exclamation points in your game unless you reinstall the mod which needs those meshes. Here are the folders to delete:
meshes\architecture
meshes\rocks
meshes\dungeons
Archive Invalidation
Due to a bug in Oblivion, texture replacements such as those included in this mod will not display correctly unless you take some extra steps to force Oblivion to use them. Unfortunately, Oblivion has major problems loading many replacement textures even if you use an ArchiveInvalidation.txt file (which is the current common practice). This topic is far too complex to explain all the whys, hows, and wherefores here, so we'll stick to simple instructions for known solutions that work well at the moment.
The best solution at the moment is to use one of Timeslip's excellent utility programs: Oblivion Mod Manager (OBMM version 0.7.10 or later) or BSA Patcher. What OBMM and BSA Patcher do is to sidestep the ArchiveInvalidation problem by making Oblivion think it never had a copy of the textures you are replacing.
In other words, these utilities edit your BSA archives so that Oblivion cannot find the original version of files you have replaced, thus forcing it to load the replacements instead of the originals.
Download Oblivion Mod Manager
OBMM will keep track of which files have been renamed in your BSAs and provides a Remove BSA edits function to rollback any changes it has made to your BSA just in case you don't like the results. You should probably make a backup of your BSA files if you have the space (or a DVD-burner) just in case, but so far nobody has reported any corruption issues.
OBMM requires .NET 2.0 to work, so if you can't run .NET 2.0 then you'll need to use BSA Patcher instead.
Assuming you have OBMM 0.7.10 or later installed already, and have already installed this mod, the steps you need to take are as follows:
Start OBMM.
Click Utilities.
Select Archive invalidation.
Click Directly Edit BSAs.
Check Textures.
Check Generate archiveinvalidation entries on hash collision.
Click the checkbox for autoupdate on exit and/or click Update Now.
Close the Archive invalidation popup (click the red X in the upper-left corner).
Quit OBMM or click Launch Oblivion.
Here's a screenshot of the exact options to use in OBMM 0.7.11:
(reference image would appear here)
You can try different settings if you want, but these are known to work. You do need to make sure to check the box for Generate archiveinvalidation entries on hash collision, since that setting is critical. Using the above settings in OBMM will take care of everything for you.
Download BSA Patcher
Another solution is Timeslip's BSA Patcher. Unlike OBMM, BSA Patcher is a command-line application, although you can launch it by double-clicking the executable. BSA Patcher doesn't include as many configuration options as OBMM, but it accomplishes the same tasks and it only requires .NET 1.1, which means it will work for anyone who is unwilling or unable to run .NET 2.0. It will also work with mono, an open-source version of .NET 1.1.
The latest version of BSA Patcher (as of this writing) uses the BSA alteration code from OBMM 0.7.10 and, like OBMM, it will automatically generate an ArchiveInvalidation.txt file for you containing only the textures that could not be safely renamed in your BSA files. It includes support for several command-line options, but you can safely ignore them.
To use it, place BSAPatch.exe in your \Oblivion\Data\ folder and double-click it once to rename files in your BSA. Run it again to restore them to their original names.
NOTE: If you use either OBMM or BSA Patcher, you should not manually alter your ArchiveInvalidation.txt file. Let one of these programs do it for you. No other solutions are recommended.
For more information, installation tips, etc., please see the Oblivion Mods FAQ.
Usage
If you intend to use my texture for anything, please contact me first for approval. Do not repackage or redistribute this mod without contacting me first.
Contact Me
Feel free to email me at: qarl@earthlink.net.
For problems with the mod, questions, or comments, the easy way to contact me is Canadian Ice's Forum. Look for my post about this mod in the Oblivion Release Announcements section.
Issues
Some video cards may not be able to render the 2 textures I put in the game with 1024x4096 resolution. If you see black pillars or other black areas in the Imperial City, your video cards is one of these. You'll need to remove the following files:
textures\architecture\imperialcity\iccol01.dds
textures\architecture\imperialcity\ichcol01.dds
Credits
blade9722 for many of the advanced ideas used in this mod, like altering things at the mipmap level.
Mikal33 for some of the non-tiling mipmaps used from Blade and his Better Tiling Qarl mod.
Dev_akm for a lot of helpful ideas and input.
andreasgr for a lot of great input both during beta testing and even before that.
Pekka for just being an all-around good participator in the WIP forum discussion.
Princess_stomper for being Princess!
The Unofficial Oblivion Patch team for their excellent mod. Some meshes from the mod were used, either as-is or slightly altered.
Many very helpful people on Canadian Ice's forum for great input during the beta test.
The NIFTools team for their wonderful NIFSkope program.
http://www.4shared.com/document/uqsG8Kzl/readme_QTP3.html