Oblivion
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Alenet and Llde

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llde

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About this mod

A graphics extender and much more.

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Oblivion Reloaded makes significant changes to the Oblivion's rendering engine and adds several configurable options.
Whether you are a veteran modder or a newbie,

read ANYWAY this description CAREFULLY.

After Alenet retiring from modding he allowed me to take and continue officially this project.


Oblivion Reloaded is an OBSE plugin that mainly modifies the rendering pipeline, adding new features and providing screen effects not supportedin 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 has been totally re-written to go over the OBGE limitations, removing also the retro compatibility.Oblivion Reloaded changes the vanilla shaders and supports several built-in effects, but it has also a custom engine to support any new owneffect. 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" and 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. OR is totally customizable to activate/deactivate the features you prefer.

Oblivion Reloaded does NOT TOUCH the game executable and you need the original version of the game to play.

FEATURES
  • Camera commands
  • Memory management
  • Anysotropic filtering
  • Intro replacement
  • Frame rate management
  • Smart FPS control
  • Stuttering management
  • Occlusion culling
  • LOD Culling and Reflection Culling
  • Equipment mode
  • Real mounted combat
  • Dual weapon wielding/support for the player
  • 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
  • Realtime distant grid adjustment
  • Direct field of view control
  • Native full-screen windowed mode supported
  • HDR + MSAA fully supported
  • Direct screenshot without the HUD (with or without the MSAA)
  • Extended memory management for low memory usage
  • No more distance grass limitation to the 3x3 grid
  • Built-in shader replacement
  • Shaders/effects smart compilation at runtime
  • Custom effects support
  • Enhanced dodging
  • Gravity control
  • Weather mode
  • Real shadows for every object
  • Enhanced fly cam
  • WATER SHADERS
  • GRASS SHADERS
  • PRECIPITATIONS SHADERS
  • HDR SHADERS
  • POM SHADERS
  • SKIN SHADERS
  • DISTANT TERRAIN SHADERS
  • NEAR TERRAIN SHADERS
  • BLOOD SHADERS
  • SHADOWS SHADERS
  • IMAGESPACE SHADERS
  • No more rain and snow under the roof
  • No decal time reset opening the video menu
  • Fixed disappearing grass bug
  • Fixed crash returning main menu
  • Fixed camera on feet after player's resurrection
  • Fixed grass distance settings override (no more resetting from the option menu)
  • Fixed water purple bug and wrong water and lava over the far plane (when using Water shader)
  • Fixed purple water in the CSE
REQUIRED INGAME VIDEO OPTIONS
Texture Size = Large
Fades = Max
View distance = Max
Distant objects (land, buildings, trees) = On
Shadows on grass = Off
Tree Canopy Shadows = Off
Shadow Filtering = High
Specular Distance = 50%
HDR Lighting = On
Bloom Lighting = Off
Water Detail = High
Water Reflections = On
Water Ripples = On
Window Reflections = On
Blood Decals = High
bUseWaterDepth=0

RECOMMENDED OBLIVION.INI SETTINGS
uGridDistantCount=30
uGridDistantTreeRange=30
bUseWaterReflectionsStatics=1
bUseWaterReflectionsTrees=1
fJumpAnimDelay=0.2500
fLODTreeMipMapLODBias=-0.5000
fLocalTreeMipMapLODBias=0.0000

CONFLICTS
Conflicts can be a lot or zero; it depends on the mods used. OR upgrades the game to a new version, so many mods you can find around, are no more useful or/and they can conflict. I STRONGLY recommend to start from a VANILLA installation and to add other mods later. Do not use a mod with similar features.
You must disable the Steam overlay (for Steam's version).

SOME MODS/PLUGINS THAT WORK WITHOUT PROBLEMS WITH OR
  • Unofficial Oblivion Patch
  • Blockhead
  • DarNified UI (recommended to use all equipment mode features)
  • Unofficial Shivering Isles Patch
  • Oblivion Character Overhaul version 2
  • MenuQue
  • HG EyeCandy Body
  • Better Cities
  • Improved Trees and Flora 2
  • Oblivion Grass Overhaul
  • Midas Magic Spells of Aurum
  • RobertMaleBodyReplacer
  • Natural Environments
  • Kvatch Rebuilt
  • Unique Landscapes Compilation
  • Any texture replacement
SOME MODS/PLUGINS YOU CANNOT USE WITH OR WITHOUT DISABLING OPTIONS
  • Oblivion Stutter Remover (replaced by OR features)
  • Injectors (ENB, Reshade)
  • Growl's Universal Skeleton Total Controllable. (Disable Shadows or use the Controllable Skeleton)
SOME MODS/PLUGINS YOU CANNOT USE WITH OR
  • Enhanced Camera (OR provides the real camera view)
DOCUMENTATION
Use "O" (letter O) to open the ingame menu and to manage directly the options:
- Arrow up: moves the selection up
- Arrow down: moves the selection down
- Arrow right: jumps on the right menu
- Arrow left: jumps on the left menu
- Page up: scrolls the page up
- Page down: scrolls the page down
- Enter: saves settings of the current selection
- + and - (keypad): on the shader list it enables/disables a shader; on the value list it changes the value
- Enter (keypad): on the value list, it enters in direct editing mode or/and confirms the value
- Numbers (keypad): on the value list to put the value directly after entering direct editing mode
- Backspace: delete when in direct editing mode.

You can also edit directly the OblivionReloaded.dll.config (not recommended).

SUPPORT
For questions, support or any other request, you can use the official discord channel.

INSTALLATION
Pre-operation if you have a previous version installed: delete the Data\Shaders\OblivionReloaded folder.
1. Download and install system requirements.
2. Download the plugin package, unzip it and copy the content in your Oblivion/Data folder. If you have installed OR previously or you aren't interested in the combat mechanics, you can avoid copying the Meshes folder.
3. Invalidate your BSA archives (if you have not already redirected them). Preferred method: SkyBSA
NOTE: I STRONGLY recommend to start from a VANILLA installation and to add other mods later.

FUTURE PLANS
While OR 10 is mostly a maintenance release (it do add some nice features), for future releases there are many things I would like to add. Firstly I would like to change the configuration file and readding partial modularity in the settings, removed in OR9. Then other experiments regarding shadows quality and general performance and improving compatibilities with some mods (weather mods for example).

KNOW BUGS
Some mods add weather effects using precipitation system in a non standard way (Morroblivion Ash/Blight Storms). These would not currently work .
Some meshes can crash the Occusion System (Disabled by default)
AMD GPU systems can experience grapical glitches and disappearing objects. The cause is missing shaders
OR cause the game to crash on load if the shaderpackages are modified.
EquipmentMode have some bugs that can cause issues or crashes.
Reported crashes uisng EquipmentMode and Reznod mannequins
DXVK users: Rain and Snow sohws black boxes. Enable d3d9.FloatEmulation= Strict in dxvk.conf


REPORTING BUGS
Bugs can be reported here or on github.
Reports of OR non working must be sent with the OblivionReloaded.log and the obse.log
Reports of crashes must be sent with these 2 logs and in addition a Crash Log that shows the Call Trace. You can use Cobb's Crash Logger. Other debuggers (as winedbg) are fine if the call trace is present.

CREDITS
Bethesda, creator of all
Alenet, Original Developer of TESR
Scanti, timeslip, Ethatron,shadeMe  and all other developers of the various iterations of OBGE
GBR, mcfuerston, malonn, noonemusteverknow, and others for betatesting, suggestions and shaders improvements
The Italian language for Countless Blasphemies.
Others I may have forgot

HAVE FUN!