Oblivion

375 comments

  1. Paralt
    Paralt
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    Hi!  New to the forum.  I unzipped the files and loaded them to my data folder.  It doesn't seem like the graphic quality has changed that much.  Is there something more I need to be doing?  I'm using OBMM and tried doing archive invalidation as noted in one of the posts below.  Thanks for any help offered!
    1. rftghtyfuyjdgxfyufjx
      rftghtyfuyjdgxfyufjx
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      this mod's dead, use the updated version. Also I guarantee your game will eventually break if you keep modding without a mod manager, I recommend Mod Organizer 2.
    2. zedorda
      zedorda
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      ROFL "Also I guarantee your game will eventually break if you keep modding without a mod manager" That is about the least educated statement I have ever heard.
    3. JvnkMan
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      OBMM isnt a mod manager? Damn bro they really out with that false advertising smh Oblivion "MOD MANAGER"...Lol
    4. FijiDigi123
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      It is great advice actually. Rely on software that can do a lot of the heavy lifting for you.
    5. SatanVsSanta
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      I hope you are also using Oblivion Script Extender (OBSE) when playing the game.

      OBSE has a lovely fix for archiveinvalidation, called skyBSA, which allows you do go willy nilly with all your BSA files and texture packs, without ever needing to apply / supply an archiveinvalidation.txt file. This is notably a built-in Skyrim behaviour brought to Oblivion.

      There are also mod limitation fixes which removes the limit of how many BSA/ESP/ESM files you can have inside of \oblivion\data if you are using over 200 mods at the present time.

      I am on a laptop, and will never approach the max amount of files Oblivion has for its default values.

      If you are not using over 200 mods in your loadout, please consider using OBMM instead of any of the new mod managers / organizers.

      I use OBMM instead of any other mod manager, its too easy to use, and I always advise new players to go with the simplest solution, which in this case, remains to be OBMM. If it is not broken, then there is nothing to fix.

      Since this specific mod has been made 'obsolete' due to the updated version, I will use that mod over this one, and advise all others to do the same.
  2. kdimi11
    kdimi11
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    For 2024 forward:
    If you have modded your Oblivion with upscaled or higher resolution textures, or would like to, then go straight to Really Textured Normal Maps - Updated.

    Alternatively, you may install OUT Playground, which in regard to higher resolution, finer/more details, but also not having some of the issues these normals have from time to time, makes it for 97% of the normal maps a better choice.
  3. Oooiii
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    For those who don't know, an updated version exists here with bugs fixed: Really Textured Normal Maps - Updated.
    1. DesertWandererr
      DesertWandererr
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      Link's broken^^ You forgot to add the ":" after the https, anyways, here's the fixed link
  4. lucifer1978
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    Hey there, you did a good job with the textures looking at the pics now, what's the install order of this texture pack ? is this the right order ?RTNM Shivering Isles Fixed -> RTNM_Part1_v1_1 -> > RTNM_Part2_v1_1 ???

    Edit: Thanks for the great work you have done here this is how oblivion should be in the first place, keep up the good work. BTW are you planning to make high resolution textures for this mod ? the game looks so much realistic, but is you add hi res textures you will bring oblivion to the next level. Again thanks
    1. jacobt409
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      Should definitely go Part 1 > Part 2 ? Shivering Isles
  5. jstevoj
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    Anyone know an easy way to adjust the normal map intensity in GIMP? I have it loaded up but not sure how to move forward with reducing the intensity.

    What I want to do is massively reduce the intensity for the WOOD Normals. Reducing Saturation works but if I overwrite the Texture there is no more Mip map also I don't know what Compression settings were originally used because my moded files are 4x the file size which I would like to not be the case

    EDIT: Just spent a long time lowering the Saturation thinking that would affect the intensity but no.. Game still looks good though if you remove the wood Normals. This mod is incredibly but IMO would be better if the normal's overall were toned down, I'm willing to put in the work I just don't know how to do it. (I can use GIMP, have DDS plug etc just need to know how I can reduce the intensity of the Normal Maps + What export settings are ideal to bring down file size.
    1. maczopikczo
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      For normal maps you need to highlight the layer with NM, add layer mask, fill it with uniform colour (111111 in HTML notation - or in other words pitch black with the black channel raised to 5 - works best for me), and apply mask.
      Then export the image as dds. Choose DXT3 compression method (because you used a uniform layer mask), choose: Generate mipmaps, and in Advanced Options change Filter to Kaiser (the best quality), That's it. You'll see it's quite easy. If you need more information, just PM me.
    2. jstevoj
      jstevoj
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      In response to post #69339177. #69344333 is also a reply to the same post.


      Spoiler:  
      Show

      jstevoj wrote: Anyone know an easy way to adjust the normal map intensity in GIMP? I have it loaded up but not sure how to move forward with reducing the intensity.

      What I want to do is massively reduce the intensity for the WOOD Normals. Reducing Saturation works but if I overwrite the Texture there is no more Mip map also I don't know what Compression settings were originally used because my moded files are 4x the file size which I would like to not be the case

      EDIT: Just spent a long time lowering the Saturation thinking that would affect the intensity but no.. Game still looks good though if you remove the wood Normals. This mod is incredibly but IMO would be better if the normal's overall were toned down, I'm willing to put in the work I just don't know how to do it. (I can use GIMP, have DDS plug etc just need to know how I can reduce the intensity of the Normal Maps + What export settings are ideal to bring down file size.

      maczopikczo wrote: For normal maps you need to highlight the layer with NM, add layer mask, fill it with uniform colour (111111 in HTML notation - or in other words pitch black with the black channel raised to 5 - works best for me), and apply mask.
      Then export the image as dds. Choose DXT3 compression method (because you used a uniform layer mask), choose: Generate mipmaps, and in Advanced Options change Filter to Kaiser (the best quality), That's it. You'll see it's quite easy. If you need more information, just PM me.


      Thank you! I will attempt this at once and report back. Will PM if I need help with details. Thanks again.

      EDIT: Works like a charm, now I'm off to work on the rest of the textures. Thanks a ton! -i will try and convert everything that I feel needs re-worked which will likely take quite some time but when I'm done I do intend to post it with all credits due.
       
      EDIT2: After spending hours on this I came to 2 conclusions that has resulted in me giving up on this project/Normals pack.
       
      1. Some of the Normals appear to me to be inverted, and multiple attempts at inverting them don't seem to result in any actual change in game.
       
      2. I believe due to the compression type certain artifacts are introduced that make lines appear as gaps between buildings/structures.
       
       
      After many attempts, before and after screenshots revealed to me that stock looks alright and this pack certainly isn't worth dealing with how it makes Skingrad look(Inverted Normals) + the gaps between structures.
      I did succeed in lowering the intensity as described above thanks to maczopikczo but due to the rest of the issues I could not solve I can't justify using the pack nonetheless spending a few days re-working it if I can't solve the fundamental issues to begin with.
       
      Thanks for all the help maczopikzo, if nothing else I got a lot more experience with Gimp.
    3. NLynch77
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      The other user's suggestion to adjust the map intensity simply removes the map entirely, I don't see how that is helpful.

      Adjusting the map intensity and flipping the inverted maps are quite easy in GIMP. Simply click the Colors tab then Curves. Clicking the middle of the curve will adjust the "gamma" or how steep and sharp the maps look. Clicking the darkest or lightest corner will allow you to adjust how deep or how tall the map looks. Also you can just click Colors -> Invert to invert them normal map. There's nothing special about normal maps they're just an image where black represents a low point and a fully saturated color represents a high point. Red, Green, and Blue create different lighting and shading effects but that's not necessary to understand for just adjusting intensity.
    4. maczopikczo
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      It doesn't remove the map - just makes it less shiny. The higher opacity of the normal map, the glossier the object looks in game. Opacity of the normal map doesn't affect its "bumpiness".

      Flipping the channels is not a solution but an error. :D The fact that some normal maps look inverted is caused by generating the maps from textures. When done incorrectly (or just quickly in large numbers) some maps simply reflect the colours of the diffuse map, not the actual height. That means that areas of brighter colours seem elevated, and darker colours seem depressed. In some cases it doesn't reflect the actual height, and in others it's downright contrary to the intended effect. The best method of creating a normal map (and one that requires the most work) is to sculpt it in Blender (high poly), and bake it onto a flat surface.
  6. alanbrien42
    alanbrien42
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    This mod is a game changer, thanks you :)
  7. Ghostcapi
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    Fantastic work...

    Thank you...
  8. LuxDivinity
    LuxDivinity
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    I recommend to delete steelshortword_n, steelclaymore_n, steeldagger_n, steellongsword_n from textures/weapons when using this mod, because it makes fine steel weapons look really ugly (removes engraving on the blade). I wonder if more textures are affected like that :///
    https://imgur.com/a/5vzUza3
    1. lucasffg
      lucasffg
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      I was wondering why my fine steel sword looked like that. Thanks!
  9. goregasmic13
    goregasmic13
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    i have seamless oco2 mod that replace all the vanilla clothes with hgec and roberts clothes, improved trees and floras 2, better dungeon and natural environment, if i use this mod will it be conflict because this mod will change the texture
    1. Banoubis
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      This mod only replaces the normal maps, not the actual textures. Roberts bodies replace the meshes, but leaves the textures and normal maps alone. This mod is compatible.
  10. Florence75
    Florence75
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    Doesn't seem to work no matter what I try. Why there is no readme is confusing.
    1. deleted2313706
      deleted2313706
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      Extract the zips to your Oblivion/Data folder (Where you installed your game at). Or extract the zips anywhere and manually copy the "textures" files out of the extracted contents and paste them into your Oblivion/Data folder. If it asks to overwrite anything, click yes. Keep in mind that overwriting files in the textures folder can replace some other textures you've installed. If it does, just simply replace them by reinstalling your other textures afterwards and overwrite the files again (which it is guaranteed to ask this time).

      Now boot the game up and check if it replaced the textures. If they are not showing up you will need some type of archive invalidation. Use oblivion mod manager (OBMM) or wyrebash, both of which can be downloaded here on nexus. This will help Oblivion recognize the textures you've installed.