OBLIVION
Oblivion Reloaded - OBGE by Alenet - Timeslip - Scanti - ShadeMe - Ethatron
Oblivion » Visuals and Graphics
Added: 13/12/2014 - 07:25PM
Updated: 12/02/2017 - 05:31PM

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6.0.0 Latest version

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Description

Last updated at 12:31, 12 Feb 2017 Uploaded at 14:25, 13 Dec 2014

Oblivion Reloaded
from the OBGE's code written by Timeslip, Scanti, ShadeMe and Ethatron
totally re-written and implemented by Alenet

The new Oblivion Graphics Extender and much more


Oblivion Reloaded makes significant changes to the Oblivion rendering engine and adds several configurable options.
- Read this description and the documentation CAREFULLY -



DESCRIPTION
Oblivion Reloaded - OBGE is an OBSE plugin that mainly modifies the rendering pipeline, adding new features and providing screen effects not supported in vanilla Oblivion. This project begins where Oblivion Graphics Extender (OBGE) left off, implementing a series of new features and removing limitations that no longer make sense. OR is the new OBGE version, but it has been re-written to go over the OBGE limitations, removing also the retro compatibility.
OBGE's shaders have been ported, revisioned and new ones have been added. Oblivion Reloaded changes the vanilla shaders and supports several built-in effects, but it has also a custom engine to support any new own effect. In addition, it has a lot of features, improves several other things and fixes some game's bugs. It can be called a mod, but it is not a "normal" mod but a real "code patch". It upgrades Oblivion to a new version: "forget" the old Oblivion's guides and settings to use OR.
The main difference between OR and other plugins/mods is that OR is an extension/patch of the game. This means OR is not a mod (an addition) but it is a real upgrade of the game to a new version and it uses the settings taken from the esm/esp mods like the original game does. Mainly, it is an unofficial patch developed without having the source code. The included OblivionReloaded.esp is not the patch, it is only to manage some additions like the ingame menu.
Then, it is totally customizable to activate/deactivate the features you prefer.

Resonant names have participated in this project to create one of the biggest plugin that the TES world has seen.
Oblivion Reloaded does NOT TOUCH the game executable and you need the original Steam or Retail version to play OR: Why is OR so "special"?
The article of the OBGE's history: A long time ago in a galaxy far far away.....
The modding interview video: Oblivion Modding Interviews - Alenet

Skyrim version here: Skyrim Reloaded

FEATURES
GENERAL
- 4 times faster and lighter than OBGE
- Windows 10 AE support with NVIDIA card
- Real shader model 3.0 support
- ENB/ENBBoost compatibility
- Native Nehrim support
- Real mounted combat
- Dual weapon wielding/support for the player and NPCs
- Weapon/shield on back support for the player and NPCs
- No more player's death reload time
- Player sleeping mode
- Immersive Camera for the first person view and dialog view, smoother movements and optimizations for mouse use
- Real frame rate management for near and distant objects
- Automatic distant grid adjustment
- Direct field of view control (FoV is applied only to the world-space but not the HUD or menus)
- Native full-screen windowed mode supported
- HDR + MSAA available in the video option menu
- HDR + MSAA fully supported ingame
- Infinite view distance
- Direct screenshot without the HUD (with or without the MSAA)
- Purger and buffers cleaners to avoid CTD
- No more distance grass limitation to the 3x3 grid
- Built-in shader replacement
- Shaders/effects compilation at runtime (you can modify shaders as/if you want)
- Custom effects support
- Mods, overhauls and any other vanilla setting replacement supported (except the ones from the list "You MUST NOT use Oblivion Reloaded with")

GAME FIXES/PATCHES
- Wrong detection of NVIDIA cards on Windows 10 AE
- Roof rain bug when in interior and the cell is marked as "behaves like exteriors"
- Decal time reset opening the video menu
- Disappearing grass bug
- Crash returning main menu
- Camera on feet after player's resurrection (camera mode must be enabled)
- Grass distance settings override (no more resetting from the option menu)
- Water purple bug and wrong water over the far plane

WATER SHADERS
- Reflections, refractions (HDR) and displacements
- Water surface modeling
- High quality textures
- Underwater depth effect
- Weather transitions, real-time sun power effects
- Water caustics, ripples, smooth waves, shoreline control
- Underwater sun rays based on sun glare
- Underwater distortion effect
- Unique location support
- No water circle bug effect with grid over 5

GRASS SHADERS
- Movement based on wind power
- Grass scaling for three dimensions
- Grass multiplier (from very small to very tall)
- Grass density override

PRECIPITATIONS SHADERS
- Higher quality and calibrated rain and snow
- Powered raindrop intensity
- New snow shader

HDR SHADERS
- Tone-mapping support
- Higher quality
- Better luminance

POM SHADERS
- High definition
- Powered parallax
- Better sample quality

SKIN SHADERS
- Real light refractions
- Real skin
- No more "plastic" effect
- Color balancing

DISTANT TERRAIN SHADERS
- High distant terrain definition
- Powered normal maps
- New noise effect
- Specular lights management
- Bump mapping effect

NEAR TERRAIN SHADERS
- High blend definition
- Specular lights management

BLOOD SHADERS
- Bump mapping
- Specular lights

SHADOWS SHADERS
- Soft shadows
- High definition
- Real effect

EFFECTS
- Ambient Occlusion for exteriors and interiors
- Coloring based on location
- Depth of Field based on views
- Godrays based on weather type
- Cinematic effect
- Vignetting effect
- Bloom/glow effect based on location
- SMAA (latest version)
- Water on lens
- Blood on lens
- Snow accumulation based on the weather type
- Motion blur
- Low health and fatigue
- Wet world based on the weather type
- Sharpening effect


SYSTEM REQUIREMENTS
- OBSE plugin
- Microsoft Visual C++ Runtime Library Redistributable Package 2015 x86
- Latest version of DirectX 9.0c (June 2010) - use a redistribuitale version not the web installer.
- Latest Oblivion version 1.2.0.416


REQUIRED AND RECOMMENDED INGAME VIDEO OPTIONS
Texture Size = Large
Fades = Max (managed by the OR's frame rate manager)
View distance = Max (managed by the OR's frame rate manager)
Distant objects (land, buildings, trees) = On (managed by the OR's frame rate manager)
Shadows on grass = Off
Tree Canopy Shadows = On
Shadow Filtering = High
Specular Distance = 50% (MIN 10% REQUIRED FOR POM SHADERS)
HDR Lighting = On (REQUIRED FOR HDR SHADERS)
Bloom Lighting = Off
Water Detail = High (REQUIRED FOR WATER SHADERS)
Water Reflections = On (REQUIRED FOR WATER SHADERS)
Water Ripples = On (REQUIRED FOR WATER SHADERS)
Window Reflections = On
Blood Decals = High (REQUIRED FOR BLOOD SHADERS)
Anti-aliasing = Off


STRONGLY RECOMMENDED PLUGINS/MODS
- AIP's Proper Torch Wield by ArtInPinkerton
- DarNified UI by DarN
- Oblivion Stutter Remover by skyranger


RECOMMENDED PLUGINS/MODS
- Oblivion Character Overhaul version 2 by nuska
- Oblivion Grass Overhaul by Ferretmyster
- Really AEVWD by Several
- Unique Landscapes Compilation by Various
- shadeMe by shademe
- Better Cities by Max Ischreyt aka Bananasplit-Wolfslady-Reckless-SilentResident-Vorians-Ismelda-Nernie-Sigurd
- Maskar's Oblivion Overhaul by Maskar
- NOTE: Some of these mods can drain fps, so use only if you prefer.


RECOMMENDED TOOLS
- Landscape LOD generator tes4ll-v4 by gruftikus and Lightwave
- Oscape by Ethatron
- These are distant land LOD generators for meshes and textures. Choose the one you prefer.
- NOTE: i do not recommend to use a texture size over 1K. There is no difference in graphics with size over 1K.


RECOMMENDED OBLIVION.INI SETTINGS
iPostProcessMillisecondsLoadingQueuedPriority=100
iPostProcessMilliseconds=25
uGridDistantCount=50
uGridDistantTreeRange=30
bUseWaterReflectionsStatics=1
bUseWaterReflectionsTrees=1
iShadowMapResolution=512
iPreloadSizeLimit=104857600
fJumpAnimDelay=0.2500
fHorseRunGravity=5.0000
fLODTreeMipMapLODBias=-0.5000
fLocalTreeMipMapLODBias=0.0000


README
You MUST not use Oblivion Reloaded with:
- The Oblivion Graphic Extender plugin and any mod that depends on it (no OBGE v3 retro compatibility).
- My Improved Water, Enhanced Grass, Memory Purger - Extended (they are merged into OR).

CONFLICTS
Mainly no conflicts occur but some mods could manage similar modifications to the game that could interfere/conflict with OR. Disable them or the relative feature if you want to use the one included in OR (or viceversa).
You must disable the Steam overlay (for Steam's version).

INSTALL
- YOU MUST NOT FORCE ANYTHING IN THE VIDEO CONTROL PANEL (USE APPLICATION SETTINGS).
- YOU MUST NOT CHANGE THE SHADER PACKAGE DETECTED BY THE GAME (LEAVE IT AS IT IS)
- Delete the Oblivion.ini to reset settings to default (the one in Documents\My Games\Oblivion)
- Run the launcher and set the resolution, graphics to highest quality, the HDR, no antialiasing
- Run the game and set up recommended ingame video options
- Exit the game and set up recommended Oblivion.ini settings
- Copy the zip content in your Oblivion's Data folder (or use Wrye Bash if you prefer - NMM and Mod Organizer can't install OR)
- Invalidate your BSA archives (if you didn't redirect them)
- Activate the OblivionReloaded.esp (load order is not important)
- Set SaveSettings to 0 in the OblivionReloaded.ini: Oblivion CANNOT alter your game settings in the future (recommended)
- Set SaveSettings to 1 in the OblivionReloaded.ini: Oblivion can alter your game settings in the future
- Reboot the machine (to clear caches)
- If you have the retail version, run the game by the obse_loader.exe (if you have the Steam version, OR should be loaded automatically)

UNINSTALL
- Remove files.
- Delete the Oblivion.ini to restart from defaults.

TEMPORARY DEACTIVATION
- Rename OblivionReloaded.dll in OblivionReloaded.dll.noload in your Data\OBSE\Plugins
- Deactivate the OblivionReloaded.esp
- Deactivate the OblivionReloadedArenaCombat.esp
NOTE: Some textures override the vanilla ones; deactivating OR doesn't prevent some textures to be loaded

NOTES
About the frame manager:
- You can set up your uGridDistantCount and uGridDistantTreeRange to a high value.
- I recommend to set uGridsToLoad = 5, uGridDistantCount = 50, uGridDistantTreeRange = 30 and to use RAEVWD
- OR manages the distant objects according the frame rate.

About the machines where OR has been developed and tested:
- Intel i3 - AMD card - 4GB RAM - SSD - Windows 8
- Intel i5 - NVIDIA card - 8GB RAM - SSD - Windows 7
- Intel i5 - NVIDIA card - 8GB RAM - SSD - Windows 8.1
- Intel i5 - NVIDIA card - 8GB RAM - SSD - Windows 10
- Installed esps: DLCShiveringIsles.esp, Knights.esp, Oblivion_Character_Overhaul.esp
- Installed replacers: DarnNified UI, HGEC Body
- Installed plugins: Blockhead, MenuQue, OSR

About a Linux-based system:
- You can run Oblivion under WineHQ
- llde provides a help at this link: https://appdb.winehq.org/objectManager.php?sClass=version&iId=33388

About ENB/ENBoost:
- There is no reason to use the OR graphics engine and ENB; you should activate the one you prefer.
- ENB compatibility is not officially supported even if it is provided; anyway follow these roules if you want to try OR+EN
- ENB doesn't support the MSAA (ingame antialiasing). You cannot use the MSAA if you want to use ENB and OR.
- To use the water shader and ENB, set bUseWaterDisplacements=0 in your Oblivion.ini if you have an NVIDIA card.
- ENB needs the vanilla HDR shaders to work, so you cannot use OR's HDR.
- Disable the speedhack in ENB.
- Disable the OR purger.


DOCUMENTATION
- The manual in HTML format with settings and documentation is inside the package under the Docs folder.


KNOWN ISSUES/LIMITATIONS
- Sometimes a "strange" line of one pixel on right/top border can appear using the MSAA with the HDR
- Snow accumulation effect is not reflected on the water


CREDITS
The Oscar goes to Timeslip, Scanti, ShadeMe, Ethatron and Tomerk.
I wrote the Oblivion Reloaded starting from the OBGE source code.
I would not be able to create the Oblivion Reloaded plugin without the OBGE core and OBGE shaders.


THANKS
- Bethesda for The Elder Scrolls series.
- The OBSE Team for the incredible work made. If no OBSE, no OR.
- Robin Scott and Nexus' staff to uphold the glory of video games for PC
- beni for the DMC Stylish animations


SHADERS AND EFFECTS DEVELOPERS
Alenet, Timeslip, Scanti, ShadeMe, Ethatron, Tomerk, Vtastek


CONTRIBUTORS
Boris Vorontsov (some advices for the ENB's compatibility)
TesaPlus (first HTML file generation)
pharago (fog ambient occlusion optimization)
GBRPluss (main betatester)
szabozadam (HDR blue halo fix)


NOTES FROM THE AUTHOR
- Read carefully this description page and the manual. They have been written for a reason.
- Do not post questions before reading the manual.
- Bring respect for the authors and the work made.
- Useless, unnecessary comments and posts out of the argument will be deleted.
- Do not post comments with images. Use link to an image instead.
- The Oblivion Reloaded thread is not a technical support for the game.
- The insistence is not allowed and you can be blocked.
- Do not post/ask about ENB; ENB is not officially supported.
- OR was born to implement the game and not to mod it altering the settings. So OR is developed to use default ini values. If i recommend a value, it means it is not a default vanilla value. Mainly, default settings are the correct ones to use OR.
- If you have questions about the OR's behaviour, i am available but I suggest, to appreciate really OR, to delete the Oblivion.ini and start a vanilla game with OR following the INSTALL instruction. Then adding mods later. The community is not used to think to the OR concept. You (all) should see OR on the vanilla game because other settings/mods could alter the main way to work. Only when you understand/see the game under OR, you can starts to mod it.
The order is:
1. Oblivion (with or without DLC) + Oblivion Reloaded
2. Settings
3. Mods
or
1. Nehrim + Oblivion Reloaded
2. Settings
3. Mods

Thanks to everyone who support my work via donations, endorsements and kudos. Modding is a hobby but often it requires lot of time and sometimes money to buy proper tools.

HAVE FUN!