I'm using your OR v10.1.1 + ScreenEffects Reborn v1.1a. Without enabling any old mods that required OBGE, I'm getting a very dark image when this mod kicks in. Example: https://i.imgur.com/Kl8S1EP.jpg
Of course, when I disable extra effects in OR the darkness goes away. Any advice would be appreciated. Thanks
I'm new to the Oblivion modding community to start as a precursor. Not new to modding in general when it comes to Bethesda games.
Trying to understand what this fully is as I don't use OR/OBGE for fear of my semi-par computer giving in. The screenshots look sinful to my eyes for a playing experience. I'm not attempting to be rude in saying that, I just don't understand what it is that i'm looking at even after reading the comments.
Guessing that you brought back some effects that were obsolete and these are what they are?
Imagine you are under skooma when looking at those screenshots. Makes sense now? There could be a mod that will add such temporary addiction effects after drinking potions using Screen Effects. This is not a graphics enhancer. This is a library to control visual effects with ingame scripting. All later games starting from Fallout 3 added this ability right into the game, but in Oblivion you have to use Screen Effects.
And note that these screenshots were taken with quite exaggerated values mixing more then one effect to show the mod in action better, it's actually possible to make more fine-grined changes for the normal play. I use for example an adjustment of 0.10 on saturation and shadow, and 0.5 on highlights. Then again the actual look for someone depend on many factors including screen quality and OblivionReloaded customization (as my effects are applied after all OR activated effect, so I'm operating on an already mangled render sampler)
Thanks for doing this, it's great to see this mod coming back.
I know it's a bit outside of the scope of this mod, but are there any plans to port the old OBGE effects http://www.nexusmods.com/oblivion/mods/30054 (i.e. the toon shader)?
Why not. I already planned to add some other effects. If the effect algorithms are clear I can do this. The only thing is that I would prefer to avoid porting OBGE shaders that has an equivalent shader already ported (For example MAlonn was porting some ReShade shaders).
I have about 20 that are ready and working. I asked about a month ago for permission to release, but still haven't heard from all the authors. One of thge main ones gave permission, but the other (ceejay.dk) has not been to the forums in about 8 months. So I don't know about him returning, but other forum members says he's generally okay with hosting his effects as long as he is credited. I'll wait a little longer and then just post them with the correct credits and a disclaimer that some of the effects may not be available if any of the authors say they don't want them on the Nexus. But I will be releasing the effects soon.
So this is a shader injector? not something I would use myself based on the screenshots as I prefer subtlety (though that first one is cool) but it looks like a lot of work has gone into it and it came out well. so keep up the good work
It is a library to control shaders programmatically using in game scripting and not some external predefined ini files. This allows to achieve dynamic effects based on events that happen in your game. For example Fearsome Magicka uses it for spells. Check it's page and linked videos to get an idea.
29 comments
-Fix the brightness increse when loading the shader - 0%
Of course, when I disable extra effects in OR the darkness goes away. Any advice would be appreciated. Thanks
Also, installing this version removes all sheathing sounds, footstep sounds, and magic sounds. reverting to old version fixed the issue.
Older version won't direclty work with OR9 while the new won't work with OR7 and 8.
Regarding Chrome, the package include a OBSE plugin DLL, probably it's this that trigger it.
Trying to understand what this fully is as I don't use OR/OBGE for fear of my semi-par computer giving in. The screenshots look sinful to my eyes for a playing experience. I'm not attempting to be rude in saying that, I just don't understand what it is that i'm looking at even after reading the comments.
Guessing that you brought back some effects that were obsolete and these are what they are?
This is not a graphics enhancer. This is a library to control visual effects with ingame scripting. All later games starting from Fallout 3 added this ability right into the game, but in Oblivion you have to use Screen Effects.
And note that these screenshots were taken with quite exaggerated values mixing more then one effect to show the mod in action better, it's actually possible to make more fine-grined changes for the normal play. I use for example an adjustment of 0.10 on saturation and shadow, and 0.5 on highlights. Then again the actual look for someone depend on many factors including screen quality and OblivionReloaded customization (as my effects are applied after all OR activated effect, so I'm operating on an already mangled render sampler)
I know it's a bit outside of the scope of this mod, but are there any plans to port the old OBGE effects http://www.nexusmods.com/oblivion/mods/30054 (i.e. the toon shader)?
If the effect algorithms are clear I can do this. The only thing is that I would prefer to avoid porting OBGE shaders that has an equivalent shader already ported (For example MAlonn was porting some ReShade shaders).
With dued time of course.
Do you know when MAlonn's shaders will be ready?
Have you some screenshots?
Sorry for offtop.