The Oblivion Performance Project (TOPP)

Post » Thu Aug 19, 2010 1:11 am

Last update Sunday, July 11, 2009
Index


Introduction
Performance-Enhancing Mods
Other Useful And Essential Programs
Various Web Links
General PC Maintenance/Notes
.ini Settings and Tweaks to Consider



Introduction

Welcome to The Oblivion Performance Project. This project is aimed at users who have low-end GPUs and/or PCs, want to play a smoother and more stable game, or want to take advantage of graphic-enhancing mods without making Oblivion unplayable. Here, one can find useful information on mods, programs, and .ini file settings that can help increase FPS. This is a community project, so all feedback is welcome. Have you found something else to increase FPS? Let us know! Remember to always make a back-up of you .ini file and/or data folder before making any major changes. If you find this project useful, please post, so this doesn't end up getting lost in the sea of threads. TOPP has a more permanent location on http://ballofflame.googlepages.com/theoblivionperformanceproject if you want to bookmark it.

The best other resource for performance tweaking Oblivion is the http://www.tweakguides.com/Oblivion_1.html. It covers quite a bit that was left out of this project to avoid redundancy. However, most agree that some of its suggestions cause more harm than good, so be careful following its suggestions and do your research before making changes.

The Oblivion Performance Project was started by Gorgo in 2006, who, with community support and input, collected information and links on improving the performance of Oblivion and shared it all in a single post in a dedicated thread. Gorgo disappeared in November 2006, and the thread, along with its wealth of information, was purged from the forums. Luckily, I prepared for this, saved the thread to my computer before it got purged, and have since revived the project. I have updated the links and notes, improved the organization and presentation, and added the best new performance resources the community and I could locate since the project was abandoned. Thus, I present to you the new and improved TOPP. This is, and always has been, a community project, so if you have any feedback or informational contributions to make, I am receptive to all input. Enjoy!

Note: Some of the resources here that work just fine for some users may cause problems for others, so employ caution and common sense when trying out new programs.


Performance-Enhancing Mods

Optimizers
►http://www.tesnexus.com/files/file.php?id=6678
This mod changes several .ini settings when you enter combat. It will revert back to you original settings after combat. OBSE is required to use this mod. Made obsolete by Streamline.
►http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2342
Automatically adjusts the detail levels in the video options while playing. Made obsolete by Streamline.
►http://www.tesnexus.com/downloads/file.php?id=13092
Optimizes in-game scripts to strain CPU less.
►http://tesnexus.com/downloads/file.php?id=23208
This handy mod reduces stuttering by changing Oblivion game logic.
►http://www.tesnexus.com/downloads/file.php?id=10510
Improves performance by optimizing meshes with no quality loss.
►http://www.gamesas.com/bgsforums/index.php?showtopic=879864&hl=
Takes an unpacked BSA directory and splits it to a user-defined number of directories which you then can place on separate harddrives for increased performance.
►http://www.tesnexus.com/files/file.php?id=7777
Lets you manipulate the game speed, thus allowing you to slow down the speed to stop stuttering and make gameplay smoother.
►http://www.tesnexus.com/downloads/file.php?id=22282
Prevents many crashes and tries to fix any invalid data that caused them, including the crash on exit!

Polygon Reducers
►http://www.tesnexus.com/downloads/file.php?id=5434 LowPoly Grass for UL: The Dark Forest[/url]
These mods lower the poly count on all grass models. LLPG lowers polys to 4. LPG lowers polys to 8. Vanilla default is 20.
►http://www.tesnexus.com/downloads/file.php?id=12280
This mod lowers the poly count on all grass models with 12 different levels.
►http://oblivionmodgods.de/rpg-blackdragons-lowpolytrees-t245.html
Reduces the polygon count of trees.
►http://www.tesnexus.com/files/file.php?id=6981
This mods removes superfluous polygons.
►http://www.tesnexus.com/downloads/file.php?id=15278
Reduces superfluous polygons from distant land.
►http://www.tesnexus.com/downloads/file.php?id=3346
Lowers grass length and density.

Purgers
►http://www.tesnexus.com/files/file.php?id=6077 - http://www.tesnexus.com/files/file.php?id=6081
This mod gives you the option to 'purge' textures from memory. The extended version requires OBSE to work, but basically does the same thing. Made obsolete by Streamline.
►http://www.tesnexus.com/files/file.php?id=10400
Increases performance by clearing memory buffers intelligently and safely. Now with tons more features.

Removers/Reducers
►http://www.tesnexus.com/files/file.php?id=3209
This mod removes parallax shaders from some in-game items.
►http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=65
Lowers the magic effect when casting spells
►http://www.tesnexus.com/files/file.php?id=7447
This mod is similar to the above mod. Runs mostly in the Arena during battle.
►http://www.tesnexus.com/downloads/file.php?id=15369
Makes music play only under certain conditions, allowing bMusicEnabled in the .ini to be changed to 0 for greater frames per second.
►http://www.tesnexus.com/files/file.php?id=6150
This mod removes the 'flickering' from all light sources.
►http://www.tesnexus.com/files/file.php?id=3726
This mod replaces the vanilla textures of Oblivion Gates.
►http://www.tesnexus.com/files/file.php?id=6948
This mod also replaces the vanilla textures, but for spells.
►http://www.tesnexus.com/files/file.php?id=2578 and http://www.tesnexus.com/files/file.php?id=10902
Removes the swaying animation from trees and plants.
►http://www.tesnexus.com/downloads/file.php?id=19068
Shrinks textures and removes normal maps to exchange visuals for performance.
►http://www.gamesas.com/bgsforums/index.php?showtopic=880625
Optimizes nif files for better performance.
►http://www.tesnexus.com/downloads/file.php?id=6947
Removes lighting from spells.
►http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=1896
This mod removes the 'footstep' sounds from all non-humanoid creatures to prevent stuttering.
►http://www.tesnexus.com/downloads/file.php?id=12331
Replaces problematic footstep sounds with a 0 byte or smaller sound file to reduce stuttering.


Texture Reducers
►LowRises Cyrodiil - Parts: http://www.tesnexus.com/files/file.php?id=7163 http://www.tesnexus.com/files/file.php?id=7167 http://www.tesnexus.com/files/file.php?id=7176 http://www.tesnexus.com/files/file.php?id=7207 http://www.tesnexus.com/files/file.php?id=7338 - http://www.tesnexus.com/files/file.php?id=7370
LowRises for OOO - Parts: http://tesnexus.com/files/file.php?id=7492 http://tesnexus.com/files/file.php?id=7494 http://tesnexus.com/files/file.php?id=7495
This mod retextures almost every in-game with a smaller texture size that appears to be a larger size.
►Wiseman's Reduced Textures - Parts: http://www.tesnexus.com/files/file.php?id=6446 http://www.tesnexus.com/files/file.php?id=6447 http://www.tesnexus.com/files/file.php?id=6448 - http://www.tesnexus.com/files/file.php?id=7099
This mods also reduces the textures of almost all of the in-game items.
►http://www.tesnexus.com/downloads/file.php?id=18677
Makes things that are far away look more detailed and colorful while maintaining or possibly even improving performance.


Other Useful And Essential Programs

►http://www.drivercleaner.net/
This cool program removes ALL traces of old drivers. Use this after removing old drivers and before installing new ones.
►http://www.majorgeeks.com/download4181.html
Probably considered the best Benchmark utility around. Use this to see how well your PC is performing and/or how it should be performing.
►http://obse.silverlock.org/
This program 'extends' the amount of scripts in the game. Some new mods require OBSE to run. Follow the link for more details
►http://www.oldblivion.com/index.php?page=download
This program is essential for all who have low-end GPUs. It provides support for 1.x Shaders found on older GPU cards.
►http://www.tesnexus.com/downloads/file.php?id=11536
Views .esp files, detects conflicts, and allows for mod cleaning.
►http://www.tesnexus.com/files/file.php?id=2780
This nifty little program can automatically change your .ini settings and has some pre-set values to choose from. If you are unsure about changing the .ini file yourself, then this program is for you.
►http://wrye.ufrealms.net/
Multi-purpose program that can remove bloat from saved games, fix certain glitches, and make mods work better together.


Various Web Links

Antivirus
►http://www.avast.com/
Uses less system resources than most antivirus programs.

Defragmenters
►http://www.diskeeper.com/defrag.asp
This cool program is by far the best in disk maintenance.
►http://www.kessels.com/JkDefrag/
Free defragmentor.
►http://www.download.com/PerfectDisk/3000-2094_4-10349543.html
Defragments the harddrive. Free trial version available.
►Ultimate Defrag
Defragments harddrives.

Guides
►http://support.microsoft.com/kb/310353
This link will provide you with information on how to perform a Clean Boot in Windows XP.
►http://www.gamesas.com/bgsforums/index.php?showtopic=449239
Absolutely essential resource for everything mod-related.
►http://www.tweakguides.com/Oblivion_1.html
This site offers descriptive explanations of the .ini tweaks found here. One can also find other game tweaks here as well.
►http://www.atomicmpc.com.au/article.asp?CIID=36222
This site also offers a selection of tweaks for Oblivion as well as other games.
►http://lifehacker.com/374376/trim-down-windows-to-the-bare-essentials
Guide to removing parts of Windows that you don't need to improve performance.
►http://www.tunexp.com/
This site has tips, downloads, and links for tuning-up, tweaking, and optimizing Windows XP.

Other
►http://alacritypc.kensalter.com/
Temporarily shuts down unnecessary services and programs before running a program and starts them up after you finish.
►http://www.ashampoo.com/frontend/homepage/php/index.php?session_langid=2
Optimizes system-related settings. Free trial version available.
►http://www.ccleaner.com/
Removes temporary data to increase system performance.
►http://www.softpedia.com/get/Tweak/System-Tweak/FSAutoStart.shtml
Allows the user the ability to automatically shutdown services and programs to save resources. Has other features such as defragmenting. Has a patch http://www.kensalter.com/download/fsautostart_patch.zip.
►http://www.theorica.net/gamexp.htm
Tweaks and modifies various XP settings (cache settings, CPU priority etc.) and optionally disables or stops several Windows services that are usually not needed. Be warned, this can cause major problems such as making both Oblivion and Windows unable to startup, so only use it if you know what you are doing and are willing to take the risk.
►http://www.download3000.com/download_18717.html
Free program that prioritizes processes for optimal performance, fixes registry errors, and cleans the system.
►http://www.prioritymaster.com/prod01.htm
Clean, high quality program with a free limited version. It automatically gives any foreground program very high priority, and LOWERS the background program priorities, freeing up processor cycles. Unlike many other priority programs it is compatible it is compatible with OBSE.
►http://www.download.com/3000-2094_4-10674083.html%5b/url
An advanced registry cleaner and optimizer for Windows that allows you to safely clean and repair registry problems. Free trial version available.
►http://www.pcmag.com/article2/0,4149,2173,00.asp
Let's you easily control which programs start upon boot.
►http://www.tune-up.com/
Incredible program. Optimizes system-related settings, fixes errors in the registry, defragments the registry, and far more things than I will list here. Free trial version available.


Spyware
►http://www.lavasoftusa.com/
Keeps your PC clean from spyware.
►http://www.pestpatrol.com/
Finds spyware that other programs tend to miss.
►http://www.safer-networking.org/en/index.html
Finds and removes spyware and blocks malicious websites.

Video Card Stuff
►ATI drivers and related stuff - get the latest and Official drivers here.
http://ati.amd.com/online/customercareportal/drivers.html
http://www.guru3d.com/ - a tweaking and overclocking tool for ATI users. Make sure you fully understand what this does before making any changes.
►Nvidia drivers and related stuff
http://www.nvidia.com/content/drivers/drivers.asp - get the latest and Official drivers here.
http://www.overclockers.com.au/techstuff/a_coolbits/- a reg key to enable overclocking of your Nvidia GPU. Be very carefull when attempting to do so ! Make sure you fully understand what this does before making any changes.
http://www.guru3d.com/index.php?page=rivatuner&menu=8 - similar to Coolbits, alowing one to overclock a Nvidia GPU. Make sure you fully understand what this does before making any changes. http://www.guru3d.com/category/rivatunerfaq/ and http://www.guru3d.com/article/rivatuner-20-fan-speed--overclock-guide/.
►http://tweaksrus.com/
This site offers a variety of tweaked GPU drivers.


General PC Maintenance/Notes

►Keep in mind that your frames per second (FPS) is determined by your weakest link at any given time, whether that be your CPU, video ram, or whatever.
►HDD Defragmentation - perform routine HDD defragmentations, esp. after installing large programs and/or mods. Fragmentation of a HDD will slow down file access, thus causing performance issues. Windows XP is good with keeping the HDD defragged at all times, but you will need to defrag after those large program installs. I recommend using http://www.diskeeper.com/ for all you defrag needs.
►Update Your Drivers - up-to-date drivers can make a difference. However, this is not always the case. Many people use tweaked drivers that are versions behind the official drivers. Ask around and see which driver fits your PC and GPU the best. It might take some time, but is well worth it.
►Virus/Spyware Scan - If you use Antivirus, perform routine scan to ensure your PC is virus free. Most newer antivirus programs scan for spyware as well. On the flip side, it is recommended to disable any antivirus programs will playing Oblivion (or any other game as well).
►Avoid Overheating - Overheating can cause your computer to run significantly slower, so make sure vents remain unblocked so heat can escape, and even consider aiming a fan at your computer if the problem is large enough.
►Install Oblivion on a separate drive.
►Clean mods carefully with tes4edit.
►Remove Dust ? Some computers, especially laptops, accumulate dust in the fans and vents that lead to blocked air and overheating. Blowing out the dust occasionally can make a surprisingly significant difference. Use a compressed air canister for unbelievably more effective dust removal than old fashioned blowing.
►"If you're playing with VSync on, it's practically mandatory to also use the D3D Overrider tool that comes with Riva Tuner. It enables triple buffering in Directx games."- Marty81
►"It should probably be noted triple buffering uses more video ram. In testing I saw an increase of 20 to 60 megs of vram used, depending on where I was. It does look a little better for those that have the vram to spare." -process
►"Also people can !WITH CARE! run msconfig and remove non necessary (!NON-NECESARRY!) startup applications, and with care startup services." -Marty81
►"Put [Oblivion] on a drive seperate to your pagefile, and have your pagefile on the fastest drive" -stet
►"Making BSAs was far more efficient. With loose files, defrag will put them where it thinks is best. Which may separate them by quite a bit. As a BSA, it's all one file to the OS. So there's much less time spent running all over the platter to get the stuff . . . The bigger key here is that getting it to fall in one large contiguous chunk so the disk access is smooth and not jumping all over the platters. Pick a size for the paging file that's large enough to handle 4x your physical RAM. Don't just let Windows manage it, because Windows does a lousy job of this and leads to mass fragmentation." -Arthmoor
►The_TJ's response:
[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=3fChaseDeltaMult=0.0500iEntityBatchRemoveRate=100iMaxPicks=40bAddBipedWhenKeyframed=0

And...
[BackgroundLoad]bBackgroundLoadLipFiles=1bLoadBackgroundFaceGen=1bUseMultiThreadedFaceGen=1bBackgroundCellLoads=1bLoadHelmetsInBackground=1iAnimationClonePerLoop=5bSelectivePurgeUnusedOnFastTravel=0bUseMultiThreadedTrees=1iPostProcessMillisecondsEditor=50iPostProcessMillisecondsLoadingQueuedPriority=20iPostProcessMilliseconds=5bUseBackgroundFileLoader=0

►"Here's another tip for those with two harddrives.
I installed a fresh copy of windows xp on the second harddrive used for playing Oblivion only while having Oblivion installed on my main drive where my primary windows installation resides. Everytime I want to play Oblivion, I would go to the bios to enable my second harddrive to boot as primary so I can load the clean windows installation. While in the second installation, I run Ultimate Disk Defragger to selectively place the Oblivion folder to the outer edge of the harddrive for quicker access. I also set the virtual memory to a fixed 2.0gig on the secondary drive. Playing OB on the second drive reduced stuttering by 300%!!"- jacky89
►"If you have two fisical HD drivers you could copy the half of the BSA files to the other HD. For ex. leave the textures.bsa file in the Oblivion data folder, and move meshes.bsa and sounds.bsa files to the other drive, in a folder like d:\Ob\ Then you change in the Archive section of the oblivion.ini file, the path to the moved BSA files. For ex. meshes.bsa -> d:\Ob\meshes.bsa You can do this with any BSA file (Frans, etc) but ALWAYS checking the resitered path in the oblivion.ini file. It reduce de stuttering when loading new content in the game!!!!"- skeleton
►"Another tip is that you could unpack the BSA files and pack them again without compression. Do this using BSA Commander software. You can get BSA Commander soft http://cs.elderscrolls.com/constwiki/index.php/BSA_Commander: Again less stuttering, comproved!"- Skeleton
►"Another tip: You install a lot of mods, they add little files to the meshes, textures and sound folders.. Using BSA command, you can pack them in a BSA file. For ex. creating a new texture1.bsa file with the content of the modded texture folder. The same with meshes, sound, etc. AND register them in the oblivion.ini file. If you dont have more space to register (max 255char) change the name of the BSA files. For ex. meshes.bsa -> m.bsa. Sounds.bsa -> s.bsa so you could add more BSA files without problems. Then you can delete all these little files, that you already have in a BSA pack file. And again less stuttering!!!!! comproved!"- Skeleton
►"ALWAYS do a HD defrag after these procedures."- Skeleton
►Skeleton's elaboration:
Ok, this is what I did.Unpacked this the BSA files to another directory (not Oblivion one)Oblivion - Textures - Compressed.bsaKnights.bsa (if you have Knight of the Nine installed)anda all the SI bsa files.Exclude Meshes, voices and misc bsa files (the original Oblivion ones, not SI)Copied all the modded files to the new directory (where the original BSA are unpacked), some overwrites will occur, thats all right.Now packing all again....If the texture directory is bigger than 1.5 gb, divide it in two or more BSA files, I divide the by class, armor and weapons, clutter and clothes, etc. this way is easiest to upgrade the BSA files later with new content.The same with the modded meshes, if everything enter in 1.5 its just fine to do only one BSA.And the same with the voices, and the same with the sound (FX). I packed sound\voice in one BSA and sound\fx in aonther BSA file.OK - now you have a new set of textures BSA files, new modded bsas files for meshes, sound, and voice, ok.Tip, when creating a new BSA file use a short name, an ex. for meshes will be: M2.bsa modded voices will be V3.bsaTexutes. A.bsa, B.bsaIt is for the 256 character limit in the oblivion.ini archive section.Now installing the new BSA files------------------------------------------------------------------Criate a directoy in the second HD, mini is D:\OCopy the the new VOICE, SOUND and MESHES files there, adn MOVE the original MESH bsa (better rename it to something like M1.bsa) here too.Then you can rename the original MISC, and VOICE files (like MISC.bsa, and V1.bsa, V2.bsa), leving them where they are.Ok, now the oblivion.ini changes....[Archive]SMasterMiscArchiveFileName=Misc.bsa <-CHANGE TO THE ORIGINAL (RENAMED) Oblivion - Misc.bsaSMasterVoicesArchiveFileName2=V2.bsa <-SAME WITH Oblivion - Voices2.bsaSMasterVoicesArchiveFileName1=V1.bsa <-SAME WITH Oblivion - Voices1.bsaSMasterSoundsArchiveFileName=D:\S1.bsa <-ADDING THE SECOND DISC DIRECORY, AND RENAMED FILESMasterTexturesArchiveFileName1= <-BRANK NOT NEEDEDSMasterMeshesArchiveFileName=D:\M1.bsa <-ADDING THE SECOND DISC DIRECORY, AND RENAMED ORIGINAL MESH FILESInvalidationFile=ArchiveInvalidation.txtiRetainFilenameOffsetTable=1iRetainFilenameStringTable=1iRetainDirectoryStringTable=1bCheckRuntimeCollisions=0bInvalidateOlderFiles=1bUseArchives=1SArchiveList=D:\M1.bsa, D:\T1.BSA (HERE GOES THE NEW TEXTURES FILES), D:\S1.bsa, D:\S2.bsa (moddified sounds), V1.bsa, V2.bsa, D:\V3.bsa (moddified Voices), Misc.bsaHope this helps.Ah, before all this unpack and pack the original mesh file without compression, ALWAYS remember to set the correct tags at BSA Commander!!!!!!!!!!ALL THIS REALLLYYYY HELP ME WITH SUTTERING, NO KIDDING


►"Has anyone else tried patching your Oblivion.exe to be Large Access Aware? I applied the /LARGEACCESSAWARE flag to my Oblivion.exe file using LaaTiDo (after backing up my original, of course!). In short, the /LARGEACCESSAWARE flag enables an application to access up to 4GBs of RAM in a 64-bit OS as opposed to the standard 2GBs for 32-bit applications in 32-bit Windows.
This does seem to help, as I can play a bit longer between CTDs... It may just be a placebo affect, though. Since patching, I've seen Oblivion.exe using up to 2.2GBs (of 4GBs in 64-bit Vista) of RAM. I've also seen 95% total RAM usage using the display on my G15 keyboard while playing. While sitting idle, my system's RAM usage is about 15%, for comparison.
I'm not sure if I can recommend doing this, but it seems to help a bit. Oblivion wasn't designed with this flag, though, so use at your own risk... It certainly doesn't seem to hurt if your system has the RAM to spare, as the game runs at least as well as before, and even works with OBSE." -Valamoor
►"Here's a tip for everyone who is testing various INI tweaks: don't make the changes in the INI directly, it gets too hard to remember everything that was changed. Instead, and OBMM is required, create an OMOD with no files in it. Click on Create Script, and use EditINI to make the changes. This way, you can track your changes, quickly insert or remove your changes by activating/deactivating the OMOD, and can document what you tried in comments." -Asesino

.ini Settings and Tweaks to Consider
(DO NOT simply apply all of these changes without knowing what you are doing, or you will probably cause more harm than good. The 1.2 Oblivion patch updates the .ini file with fairly good default settings for the most part, so don't change anything you aren't sure about unless you are willing to test the difference and reverse the change if it doesn't work out. Input on updated recommended .ini tweaks is welcome! Make sure you not only make a backup .ini, but that you compare frame rates and game stability before and after making changes: changes that speed things up on one computer may cause problems on another.)

Recommended (Defaults are in parenthesis.)
1) iPreLoadSizeLimit = 26214400 (26214400*)
2) uGridstoLoad = 5 (5)
3) uInteriorCellBuffer=3-5** (3)
4) uExteriorCellBuffer = (uGrid + 1)^2** (36)
5) bUseJoystick = 0 (1)
There have been many reports of joysticks either not working or crashing the game. This should be disabled.
6) iMaxImpactSoundCount = 16 (32)
7) iMinGrassSize = 100 (80)
Try higher values for low-end PCs. If you're using LowPolyGrass - change it to 120 for
maximum density without FPS loss.
8) iThreads = 1 (3)
9) iNumHavokThreads = 1 (1)
10) bUseMultiThreadedFaceGen = 1 (?)
11) Anything else with "thread" in it (other than the three entries immediately above) should be changed to 0 to reduce stutter
12) iOpenMPLevel=32 (?)
13) iPostProcessMilliseconds=32 (?)
14) bLoadHelmetsInBackground = 1 (?)
15) bSaveonWait = 0 (1)
16) bSaveonRest = 0 (1)
17) bSaveonTravel = 0 (1)
18) bSaveonInteriorExteriorSwitch = 0 (1)
Speeds up loading times.

*Jaga Telesin's explanation:
"iPreLoadSizeLimit is one of those things people thinks work like a regular "cache", when in fact it does not. Larger values in this setting are WORSE for players since the 1.2.x patch. Martigen and I spent a week straight looking into this and a few other performance related INI values, and in fact it's better to keep it lower if possible. The right number is something you arrive at based on what you are using. The default value of 26214400 can be equated to one "unit" of cache. To find out how many units you need, refer to the following list:
  • (+1) Vanilla Oblivion + 30 or less mods (all small)
  • (+1) OOO, Fran's, Warcry (not FCOM)
  • (+1) MMM (not FCOM)
  • (+2) FCOM
  • (+1) QTP1 (or similar normal-size texture pack)
  • (+2) QTP2 (or similar medium-size texture pack)
  • (+3-4) QTP3 (or other large-size texture pack)
So for example, someone running Oblivion, a few small mods, OOO and MMM would need a setting of: 1+1+1 (3x default) or 78643200. Generally this floats up and down by 1x, so that person might be able to get away with 2x instead, which is BETTER than 3x. You know you are too low when just after changing it and reloading the game, you start stuttering badly.

A high end machine with 2gb of RAM doesn't need to set their cache at 1gb, that's just insane. They need instead to evaluate what they run and see what setting value they need. If they had Oblivion+mods, FCOM, and QTP3 they would need: 1+2+3, or around 6x default (157286400), which is roughly 153mb of Oblivion cache.

Everyone's experience is unique, so people will have to play with their settings to get it just right. Too large and you will get problems, too small and you'll get different problems with similar symptoms (stutter and lag). Finding the sweet spot is what tweaking this entry is all about. My numbers are just a rough guide, and are by no means the final word on the setting."

**-pk-'s explanation:
"I would recommend leaving uExterior Cell Buffer alone as increasing this value will clutter your ram and vram with additional objects, textures, and actors which can reduce your average fps if your vram is already high from texture packs, or in other cases cause a constant stutter (despite whatever your fps may be) or system lockup. This value can only reduce stuttering when backtracking to previously loaded cells. Also, this setting does not determine how many cells are initially loaded, instead the uGrid is used for this (as well as when on the move).

http://thumbnails.keepmyfile.com/35/1183839730b8031d.gif (clicky) :
The dark blue squares are the loaded cells around the player with a uGrid setting of 5. The light blue cells are to be loaded next. One or both of the yellow cells will be loaded depending on which adjacent squares the player touches before reaching the destination to the upper left. As you can see, this is where the exterior cell buffer of 36 is derived from.

http://thumbnails.keepmyfile.com/35/118383973091ace2.gif :
This shows the player running in a straight line parallel to the cells orientation. The dark blue squares are the loaded cells around the player with a uGrid setting of 5. The light blue cells are previous cells that are still loaded in the buffer. White cells were unloaded from the buffer. In this example, if you were to turn around and run directly back you would not have to load any of the light blue cells; however this is not what the cell buffer was designed for!

Likewise, increasing uInterior Cell Buffer will keep additional unneeded cells. Around 3 to 5 is a good setting for this. Interiors can be very large, 1 interior cell contains everything up until the next door with a loading screen. The reason this was set to 3 is because of actors in adjacent cells (most stores have 1 basemant, 1 main floor, and 1 top floor; most caves are typically either a chain with up to 3 rooms right after each other, or 1 large central room with 2-3 rooms branching off). Also note that oblivion gates are exterior cells and not interiors.

I should also mention that walking close to a door leading to a exterior (like inside IC) will seamlessly load a few of the exterior cells on the other side, but this does not happen for doors leading to interiors so there is no reason to have a high interior cell buffer. If you are in an exterior cell and walk through a door with a loading screen leading to another exterior (cities/gates), then the buffer will automatically purge the interior and exterior cell buffers. The biggest problem for having a large interior cell buffer comes from caves/ruins that are attached to the main Cyrodiil exterior since the interior cell buffer will never be purged until you enter a city or oblivion gate.

With an unmodded Oblivion, both interior and exterior cells can take around 3-7Mb of vram each depending on what the cell contains and how many textures are shared between the cells. The cell buffers should be kept as small as feasibly possible. That is uExterior Cell Buffer should be (uGrid + 1)^2 it is impossible to get more efficient than this! And a uInterior Cell Buffer of 3 to 5."


Optional (Defaults are in parentheses. Note that most of these recommendations were made pre-patch 1.2, and may or may not still be applicable. These tweaks are NOT necessarily recommended, merely options to consider.)
1) bPreEmptivelyUnloadCells = 0 (0)
This is for unloading cells the game determines are no longer needed. http://www.tesnexus.com/files/file.php?id=10400does this intelligently, so it is a preferable alternative to changing this value.
2) bDoTallGrassEffect = 0 (1)
Lowers the height of the grass.
3) bDoSpecularPass = 0 (1)
Removes the 'shine' from objects. Works well, but can crash the game in ceratin areas (Weynon Priory)
4) bUseRefractionShader = 0 (1)
5) iMaxDecalsPerFrame = 0 (10)
Decals refers to blood. The higher the value, the more blood you will see during battle. This can be a FPS killer.
6) iNumBolts = 3 (7)
I assume this settings lowers the number of bolts seen when casting 'lightning' spells. Too many bolts can be a FPS killer.
7) bBackgroundPathing = 1 (0)
8) bUseBackgroundPathing = 1 (0)
9) bSelectivelyPurgeUnusedOnFasttravel = 1 (0)
10) fTexturePCTThreshold = 0.6000 (0.3000)
11) fLODLandVerticalBias = -200.0000 (0.0000)
This setting is recommended to use with Oldblivion.
12) fGrassWindMagnitudeMax = 0.0000 ( )
The maximum amount the grass sways in the wind.
13) fGrassWindMagnitudeMin = 0.0000 ( )
The least amount the grass sways in the wind.
14) bBackgroundLoadLipFiles = 1 (0)
15) bLoadBackgroundFaceGen = 1 (0)
This seems to be linked to bUseMultiThreadedFaceGen, so either have both on or both off.
16) bUseMultiThreadedTrees = 1 (0)
17) bCloneModelsInBackground = 1 (0)
18) bPrecipitation = 0 (1)
Turns off the rain effect. Will help with FPS, but you lose immersion.
19) bMusicEnabled = 0 (1)
Turns ALL the music off. Will speed up the game a bit, but at the loss of music.
20) bSoundEnabled = 0 (1)
This setting will tun off ALL sounds in the game. Will speed up the game, but you lose realism. Turning the sound all the way down doesn't improve performance.
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Emilie M
 
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Post » Wed Aug 18, 2010 4:56 pm

This helped out so much! Thanks!
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naomi
 
Posts: 3400
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Post » Wed Aug 18, 2010 9:02 pm

Major update. Now the .ini tweak section is actually useful instead of contradictory and confusing. :)

Thanks everyone for all the great suggestions and questions! This is becoming a much more useful resource thanks to all of you.
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Maya Maya
 
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Post » Thu Aug 19, 2010 2:31 am

10) fTexturePCTThreshold = 0.6000 (0.3000)
11) fLODLandVerticalBias = -200.0000 (0.0000)


Is there any information on exactly what these do? They sound interesting enough.
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Tyler F
 
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Post » Wed Aug 18, 2010 2:08 pm

Is there any information on exactly what these do? They sound interesting enough.


Yes, I would like to know too...

@baker99
Well I can get the bsa's to work off two seperate drives, even renaming them and updating the ini is fine, but as soon as I try making a bsa of my QTP3RR textures it just won't load them, it simply ignores them, I have tried bsacommander with all the correct flags, and even obmm's bsa creator, oh well time to give up before my head explodes.

Here are my ini settings just in case I've made a dumb mistake -

[Archive]
SMasterMiscArchiveFileName=Mi.bsa
SMasterVoicesArchiveFileName2=D:\Ob\V2.bsa
SMasterVoicesArchiveFileName1=D:\Ob\V1.bsa
SMasterSoundsArchiveFileName=D:\Ob\S.bsa
SMasterTexturesArchiveFileName1=D:\Ob\T1.bsa
SMasterMeshesArchiveFileName=D:\Ob\M.bsa
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
sArchiveList=..\obmm\BSARedirection.bsa, Mi.bsa, D:\Ob\T1.bsa, T2.bsa, T3.bsa, D:\Ob\V2.bsa, D:\Ob\V1.bsa, D:\Ob\S.bsa, D:\Ob\M.bsa, D:\Ob\M2.bsa


First remove: ..\obmm\BSARedirection.bsa

Try this:

sArchiveList=Mi.bsa,T2.bsa,T3.bsa,D:\Ob\T1.bsa,D:\Ob\V2.bsa,D:\Ob\V1.bsa,D:\Ob\S.bsa,D:\Ob\M2.bsa,D:\Ob\M.bsa
Put the moddified BSAs files before the originial ones.

Remember to include the texture folder inside the BSA files, it is important!

For ex.:
Should be: "textures\armors" not "armors" only.

For textures the BSAs flags should be: Archive Flags: 00000703 File Flags: 00000002

If still don't work leave SMasterTexturesArchiveFileName1= in blank.

Hope this helps!
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Sarah Evason
 
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Post » Wed Aug 18, 2010 10:57 pm

Thanks Skeleton, I will try again tonight.
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roxanna matoorah
 
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Post » Wed Aug 18, 2010 5:01 pm

Has anyone tried Defraggler? It says it can handle defragging only one file instead of doing the entire disk?

http://www.filehippo.com/download_defraggler/
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Miguel
 
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Post » Wed Aug 18, 2010 6:44 pm

I have a question about making BSAs.

Would it be better to create a whole new BSA for updated meshes and textures, or would it be better to overwrite the vanilla files with updated meshes and textures? (While backing up the original BSAs, of course).

I know the .ini file loads the BSAs from left to right, but I'm just wondering if someone knows which method in my above question is better for performance.

EDIT: Also, if I create a whole new BSA, is it okay to put both meshes and textures inside, or do I need them to be separate like the originals are?
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Rachell Katherine
 
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Post » Thu Aug 19, 2010 1:30 am

►"Another tip is that you could unpack the BSA files and pack them again without compression. Do this using BSA Commander software. You can get BSA Commander soft http://cs.elderscrolls.com/constwiki/index.php/BSA_Commander



Anyone gotten this to work? I've unpacked Oblivion - Meshes.bsa into a new folder (with BSA Commander), chosed this folder as source when packing it again (this time without compression). I don't touch any of the options.

The uncomperssed Oblivion - Meshes.bsa is 1,28 GB, compressed is 600-something.

Can't start a new game or load a game with the new uncompressed .bsa, it will beging to load a saved game or a new game but it'll directly kick me out to the desktop with a "oblivion encountered an..".

Any settings i need to do inside BSA Commander?
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Stace
 
Posts: 3455
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Post » Thu Aug 19, 2010 2:22 am

Anyone gotten this to work? I've unpacked Oblivion - Meshes.bsa into a new folder (with BSA Commander), chosed this folder as source when packing it again (this time without compression). I don't touch any of the options.

The uncomperssed Oblivion - Meshes.bsa is 1,28 GB, compressed is 600-something.

Can't start a new game or load a game with the new uncompressed .bsa, it will beging to load a saved game or a new game but it'll directly kick me out to the desktop with a "oblivion encountered an..".

Any settings i need to do inside BSA Commander?


Did you click on the ?-button next to 'Files flags (hex)' and then on 'Apply' before packing?
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NeverStopThe
 
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Post » Wed Aug 18, 2010 6:44 pm

Did you click on the ?-button next to 'Files flags (hex)' and then on 'Apply' before packing?


No i didn't, i just followed the guide above. It works now, thanks a lot!
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LADONA
 
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Post » Thu Aug 19, 2010 1:00 am

i used both diskeeper and ultimate defrag and i think ultimate does a much nicer job of defragging. its less user friendly but i have it set up so that the only things i have on the outer edge of my harddrive are windows and my games. my music, movies and mods are all located towards the middle since i dont need them to be as fast as my games. placement does make a difference because it takes longer to unzip a zip file that is located on an inner track than one that i just downloaded and is still on close to the outside.
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brian adkins
 
Posts: 3452
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Post » Thu Aug 19, 2010 1:54 am

I have a question about making BSAs.

Would it be better to create a whole new BSA for updated meshes and textures, or would it be better to overwrite the vanilla files with updated meshes and textures? (While backing up the original BSAs, of course).

I know the .ini file loads the BSAs from left to right, but I'm just wondering if someone knows which method in my above question is better for performance.

EDIT: Also, if I create a whole new BSA, is it okay to put both meshes and textures inside, or do I need them to be separate like the originals are?


---Updated---

In case anyone wants to know, I have tested this out myself. First of all, it is okay to put any kind of file in a Custom BSA (see my second question in the EDIT of my post quoted above). Second, I haven't noticed any difference in performance between overwriting original BSAs or creating a whole new custom BSA. If you have files that need to replace originals, they need to be put on top of the original BSAs, not in a separate BSA.

So, here's my plan if anyone wants to try it as well:

First, I recommend creating a new folder like "BSAs" or something like that (I also do all of this work on my large separate hard drive to keep the clutter off of my OS and Games drive). Also, note that "Oblivion - Textures - Compressed.bsa" and "Oblivion - Meshes.bsa" are the only BSAs that are compressed (even though it doesn't say "Oblivion - Meshes - Compressed").

1) Unpack the original textures and meshes BSAs (making sure to split Textures into separate BSAs because it's a large file - you can also split Meshes, because it is a large file too).

2) Create a folder in your "BSAs" file like "/BSAs/Replacers" and put all of your texture/mesh/sound/whatever replacers in there. This is just for reference, so you know what replacers you have. Then, you can put all of these replacers on top of your original files (overwrite). Split your folders, because you don't want to use BSAs larger than 2 GB. If you use the http://www.tesnexus.com/downloads/file.php?id=19836, you can just tell it to divide it in 2, 3 or whatever you want. Or you can do it manually. Pack them back into BSAs (no compression) and give them short names like "T1.bsa" and "T2.bsa". This will save you space in the .INI file.

3) You could also create a UOP.bsa file for the optimized files of the Unoffical Oblivion Patch (with the .ESPs in your UOP OMOD).

EDIT: ***After further testing, do NOT do this. If you want to include UOP stuff in a BSA, it will need to overwrite the originals. So, do that (remember to make backups).

3b) Only put mod files into their own BSAs if they are brand new files (like "Jimbo's Amory.bsa or something). Otherwise, they need to overwrite the original files (replacers). Always backup your originals.

4) Put your new BSAs into the Oblivion/Data directory and make sure your .ini is updated to reflect whatever changes you've made:

sArchiveList=Jimbo's Armory.bsa, M1.bsa, M2.bsa, T1.bsa, T2.bsa, S.bsa, V1.bsa, V2.bsa, Misc.bsa

***Note that I renamed the Voices, Sounds and Misc BSAs as well. As mentioned, they are not compressed, so all you have to do is rename them.***

EDIT3: Also, remember you can put BSAs on different hard drives to help performance.

A good rule of thumb is: BSAs help reduce file clutter and fragmentation, while OMODS are easier to update.

Finally, the above tutorial is just a result of my piddling around and to answer any questions one might have, and I hope it helps you become more organized or gives you some ideas.

If you know of better ways, or see something wrong, let me know.

EDIT: And obviously, I didn't come up with this all by myself. I am thankful to TOPP for helping me get started on this.
EDIT2: Also, see my sig for a thread (no pun intended) that some people seem to have missed.
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leigh stewart
 
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Post » Thu Aug 19, 2010 3:10 am

1) Decompress the original textures and meshes BSAs (making sure to split Textures into separate BSAs because it's a large file - you can also split Meshes, because it is a large file too).


Did you split the folders manually or using my O.R.B. Directory Splitter? I'm guessing you did it manually, but the only reason I'm asking is that I've recieved very little feedback on the splitter, which makes it hard to determine if the utility is useful or not and if there are any problems I should be aware of.
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Josh Lozier
 
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Post » Thu Aug 19, 2010 2:11 am

I wasn't aware of the O.R.B. Directory Splitter. I'll give it a go. Is it on tesnexus?
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C.L.U.T.C.H
 
Posts: 3385
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Post » Wed Aug 18, 2010 12:01 pm

Yes, it's listed under "Optimizers" in the first post of this thread, but here's the direct link to http://www.tesnexus.com/downloads/file.php?id=19836
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Undisclosed Desires
 
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Joined: Fri Mar 02, 2007 4:10 pm

Post » Wed Aug 18, 2010 3:23 pm

Ah, clearly I'm an idiot for missing it. Thanks, though.
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c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Thu Aug 19, 2010 1:22 am

O.R.B. Directory Splitter seems to have worked. I tested it by splitting a copy of my textures folder, and textures1 and textures2 came out to be 0.98 gigabytes each. Before I was just selecting some folders and right-clicking, then selecting "Properties" to see how big they were.

I would say that your utility is certainly useful. It saves time in the whole process, which can take a long time if you're doing everything at once. It would be especially useful for people who want to split large files and folders across multiple hard drives. I am using RAID 0, so I'm already using two drives as one.

EDIT: And it didn't take very long to do either. I used the move method, not the copy method.

EDIT2: I do have a suggestion for improvement. Can you get the folder explorer to remember the last folder the user was in? That way I won't have to find the same folder over and over again each time I use your program.
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Charlotte X
 
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Post » Wed Aug 18, 2010 10:41 pm

Awesome job with the project BallofFire! It's great to see an up to date guide. It has helped me immensely.


I have a couple of ideas/questions though:

Has anyone made a guide for tweaking Streamline to fit your system and preferences? I've tried streamline a couple of times but I find that it causes more problems than it fixes. Most of all I've had issues with fog. And I don't like how it automatically adjusts things like tree fade and grass. I would like to use some of it's functions though like purging and streamsaving. A thorough guide to tweaking this program would be great.


Also I am having problems with stuttering. It's really bad like this: ________/\_______/\_______/\________ very regular and pronounced. Any ideas on how to fix this??
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Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Wed Aug 18, 2010 1:05 pm

Awesome job with the project BallofFire! It's great to see an up to date guide. It has helped me immensely.


I have a couple of ideas/questions though:

Has anyone made a guide for tweaking Streamline to fit your system and preferences? I've tried streamline a couple of times but I find that it causes more problems than it fixes. Most of all I've had issues with fog. And I don't like how it automatically adjusts things like tree fade and grass. I would like to use some of it's functions though like purging and streamsaving. A thorough guide to tweaking this program would be great.


Also I am having problems with stuttering. It's really bad like this: ________/\_______/\_______/\________ very regular and pronounced. Any ideas on how to fix this??

Thanks. Try the recommended .ini settings to reduce stutter, especially ones relating to threading.
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Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Thu Aug 19, 2010 3:16 am

Has anyone made a guide for tweaking Streamline to fit your system and preferences? I've tried streamline a couple of times but I find that it causes more problems than it fixes. Most of all I've had issues with fog. And I don't like how it automatically adjusts things like tree fade and grass. I would like to use some of it's functions though like purging and streamsaving. A thorough guide to tweaking this program would be great.


You can tell Streamline not to adjust tress and grass, by editing the ini file.
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Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Wed Aug 18, 2010 8:58 pm

I'm been getting some stuttering issues, and I thought that this thread would be the place to ask for some assistance.

I just reinstalled Oblivion, and installed FCOM (minimal install, to test). Even after just installing, with no attempts at optimizing, no ini edits or anything, I would get sporadic stuttering, where my mouse just freezes in place for a couple of seconds. This occurs during the CharGen sequence, in menus, in normal gameplay, in combat, out of combat, pretty much anywhere you can think of so far. I'm not even out of the starting dungeon yet. After trying that out for a bit, I started experimenting with .ini file edits, mesh optimizers and such, which still haven't really helped with the stuttering. Using streamline seems to have maybe helped a little, but not much? I think it's also worth noting that I did NOT experience these stutterings on my previous installation.

Since I'm asking for help here, I figure that the least I could do is to try to make that as easy as possible for anyone, so here's some information I think you might ask for;

System Specs: Radeon X1600 series (256 MB) graphics card, 3.2 GHz Intel Pentium D CPU, with 2 GB of RAM.

Optimizations that I have tried: PolyGone, Operation Optimization, Quiet Feet, Script Optimizer, Streamline. For ini tweaks, I stuck to the ones suggested on this page, experimenting with the values on or off. I also defragmented the drive after the installation of Oblivion/FCOM.

Mod List:
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 1.34]04  Mart's Monster Mod.esm  [Version 3.6beta3]05  FCOM_Convergence.esm  [Version 0.9.9a7]06  HrmnsOblivionScriptOptimizationv1.0.esp07  Unofficial Oblivion Patch.esp  [Version 3.2.0]08  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]09  Oblivion Citadel Door Fix.esp0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  SM Plugin Refurbish - SI.esp  [Version 1.05]0D  Francesco's Optional Chance of Stronger Bosses.esp0E  Francesco's Optional Chance of Stronger Enemies.esp0F  Francesco's Optional Chance of More Enemies.esp10  Francesco's Optional Leveled Guards.esp11  FCOM_Francescos.esp  [Version 0.9.9]12  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]13  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]14  LoadingScreens.esp15  DLCHorseArmor.esp16  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]17  SM Plugin Refurbish - HorseArmor.esp  [Version 1.11]18  DLCOrrery.esp19  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]1A  SM Plugin Refurbish - Orrery.esp  [Version 1.11]1B  DLCVileLair.esp1C  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1D  SM Plugin Refurbish - VileLair.esp  [Version 1.11]1E  DLCMehrunesRazor.esp1F  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]20  DLCSpellTomes.esp21  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]22  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.11]23  StockClothingArmor-forExnems.esp24  LC-Compilation-Exnem.esp25  DLCThievesDen.esp26  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]27  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]28  SM Plugin Refurbish - ThievesDen.esp  [Version 1.11]29  Bob's Armory Oblivion.esp2A  FCOM_BobsArmory.esp  [Version 0.9.9]2B  Oblivion WarCry EV.esp2C  FCOM_WarCry.esp  [Version 0.9.9]2D  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2E  FCOM_Convergence.esp  [Version 0.9.9]2F  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]30  FCOM_RealSwords.esp  [Version 0.9.9]31  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]32  FCOM_BobsGuardUnity.esp  [Version 0.9.9]33  FCOM_HungersUnitySI.esp  [Version 0.9.9]34  DLCBattlehornCastle.esp35  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]36  SM Plugin Refurbish - Battlehorn.esp  [Version 1.11]37  DLCFrostcrag.esp38  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]39  SM Plugin Refurbish - FrostCrag.esp  [Version 1.09]3A  Knights.esp3B  Knights - Unofficial Patch.esp  [Version 1.0.9]3C  SM Plugin Refurbish - Knights.esp  [Version 1.06]3D  FCOM_Knights.esp  [Version 0.9.9]3E  Harvest [Flora].esp  [Version 3.0.0]3F  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]40  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]41  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]42  Bashed Patch, 0.esp43  Streamline 3.1.esp


.ini File, just in case I screwed up somewhere:

[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=25uGridsToLoad=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 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ch=1[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=0.2000bEnableTrees=1bForceFullLOD=0fLODTreeMipMapLODBias=-0.7500fLocalTreeMipMapLODBias=-0.2500[Debug]bDebugFaceGenCriticalSection=0bDebugFaceGenMultithreading=0bDebugSaveBuffer=0[BackgroundLoad]bBackgroundLoadLipFiles=0bLoadBackgroundFaceGen=0bUseMultiThreadedFaceGen=1bBackgroundCellLoads=1bLoadHelmetsInBackground=1iAnimationClonePerLoop=5bSelectivePurgeUnusedOnFastTravel=0bUseMultiThreadedTrees=0iPostProcessMillisecondsEditor=50iPostProcessMillisecondsLoadingQueuedPriority=20iPostProcessMilliseconds=5bUseBackgroundFileLoader=0[LOD]fLodDistance=250.0000bUseFaceGenLOD=0iLODTextureTiling=2iLODTextureSizePow2=8fLODNormalTextureBlend=0.5000bDisplayLODLand=0bDisplayLODBuildings=1bDisplayLODTrees=1bLODPopTrees=0bLODPopActors=0bLODPopItems=0bLODPopObjects=0fLODFadeOutMultActors=5.0000fLODFadeOutMultItems=2.0000fLODFadeOutMultObjects=5.0000fLODMultLandscape=1.0000fLODMultTrees=0.9902fLODMultActors=1.0000fLODMultItems=1.0000fLODMultObjects=1.0000iFadeNodeMinNearDistance=400fLODFadeOutPercent=0.9000fLODBoundRadiusMult=3.0000fTalkingDistance=1000.0000fTreeLODMax=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=3000.0000fGrassStartFadeDistance=2000.0000bGrassPointLighting=0bDrawShaderGrass=1iGrassDensityEvalSize=2iMaxGrassTypesPerTexure=1fWaveOffsetRange=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/881204-the-oblivion-performance-project-topp/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=1[GethitShader]fBlurAmmount=0.5000fBlockedTexOffset=0.0010fHitTexOffset=0.0050[MESSAGES]bBlockMessageBoxes=0bSkipProgramFlows=1bAllowYesToAll=1bDisableWarning=1iFileLogging=0bSkipInitializationFlows=1[DistantLOD]bUseLODLandData=0fFadeDistance=9288.0000iDistantLODGroupWidth=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=..\obmm\BSARedirection.bsa, Oblivion - Meshes.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=1iOpenMPLevel=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


Edit: Code box doesn't use scroll bars? Odd.

Thanks!
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Thu Aug 19, 2010 12:56 am

Edit: Code box doesn't use scroll bars? Odd.

Thanks!


You have to change "code" to "codebox" and "/code" to "/codebox".
User avatar
Etta Hargrave
 
Posts: 3452
Joined: Fri Sep 01, 2006 1:27 am

Post » Thu Aug 19, 2010 4:12 am

You have to change "code" to "codebox" and "/code" to "/codebox".

Ah, thank you! Fixed.

Anyways, I solved my problem it seems, by disabling music of all things. No idea why this would work, unless the change from one file to another was causing lag (like Explore to Battle?). Oh well, time to look into something like Music Controller!
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Thu Aug 19, 2010 4:12 am

The only thing about those codeboxes is they stretch way out horizontally. I have no idea how to fix that.
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

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