OBLIVION
shadeMe by shadeMe
Oblivion » Visuals and Graphics
Added: 08/04/2014 - 05:32PM
Updated: 01/06/2014 - 12:53AM

326 Endorsements

3.5 Latest version

4,061 Unique D/Ls

5,186 Total D/Ls

42,138 Total Views

Uploaded by shademe

Description

Last updated at 0:53, 1 Jun 2014 Uploaded at 17:32, 8 Apr 2014

shadeMe
Shade me?
version 3.5


Requires Oblivion Script Extender

 
Description
 
shadeMe shadeMe, shadeMe shadeMe shadeMe shadeMe. shadeMe shadeMe shadeMe shadeMe shadeMe shadeMe, shadeMe shadeMe shade. Me shadeMe shadeMe shade! Me…
 
shadeMe!! SHADEME!! SHADDDEEMEEEEEEEE!!!




Fine Print
 
Aye, I fear I may suffer from malignant narcissis…hadeMe.
 
Now for some context – shadeMe is a tall, handsome stallion of a man <and/or> OBSE plugin who <or> that adds dynamic shadows to all entities in Tamriel including, but not limited to, assorted pieces of cutlery.
 
The project was initially conceived around August 2010, when shadeMe released a proof of concept video showing real-time shadows being applied to non-actors. It chugged along a bit further until shadeMe was impeded by the game engine’s various limitations. A change of direction was required, and shadeMe decided to abandon his implementation and go for a MGE-XE’esque version. Unfortunately, the plan never materialized and shadeMe moved on to other projects. Then about a week ago, shadeMe came across his old code, which got him thinking about the project. shadeMe had neither the time (which is still the infinite jest) nor the inclination to port MGE-XE’s shadow system to Oblivion, but it seemed counter-intuitive to him to let his earlier work go to waste. Therefore, shadeMe figured he’d jury-rig it into something usable and crowd-source the bulk of the legwork.
 
Achtung! shadeMe is no plug-n-play plugin (pun intended <and/or> unintended) – shadeMe wasn’t kidding about that crowd-sourcing bit.



Compatibility
 
This plugin is fully compatible with all ESP/ESM mods, OBGE and ENB Series. However, shadows related tweaks of ENB Series mods may not work correctly.
 
 
 
Credits
 
Special thanks to :
  • Ian Patterson, Stephen Abel and Paul Connelly (The OBSE Team) – For keeping up the Oblivion Modding spirit and providing the modding community with TES4 Oblivion's Elixir of Immortality
  • LHammonds – For his Readme generator
  • Jeremy Soule – For inspiring me enough to pick up this project and release something vaguely usable.
  • Vacuity – Oh, he knows why…

The Rest of the Modding Community – For the inspiration I needed to start modding and all the wonderful mods which I use.
Bethesda – For... stuff.


Change Log

SPOILER:
QUOTE

3.5 – Added weather override support, added the option to force shader model 3.0, improved high accuracy player LOS checks, added OBSE 21 dependency, improved the shadow render pipeline, bug fixes
3.4 – Added the option to allow actors to receive shadows from other casters, misc. enhancements and bug fixes
3.3 – Added the option to skip light LOS checks for actors, improved shadow rendering for small objects, bug fixes
3.2 - Added support for exclusive self-shadows, added an option to perform player LOS checks more aggressively, added support for dynamically resizable shadow maps, bug fixes
3.1 – Added interior heuristics, reimplemented bound radius tiers, improved LOS checks, increased queuing priority for actors, added the option to force actor shadow queuing, added interior light source validation, bug fixes
3.0 - Initial Release