Sorry everyone, I don't think I will return to this project any time soon. The reason is a really crippled OBGE's shader support. Single 8bit/channel rendertarget would go in early 200x, yet nowadays it gets nowhere beyond simply redoing the old things the engine was always capable of. Officially this is due to the "performance issues", yet... While on a business trip I tried making this: https://www.youtube.com/watch?v=gNZylzmnNu4 - the shaders here are much more advanced then Oblivion's due to the multiple vector lights, MSAA and a tricky lightmodel - and particles, of course (if we talk particles, we assume "millions", right), yet the framerate never dropped below 60 unless I did some really silly things. And yes, a true float rendertarget was used along with 32bit/channel flare processing, highly improved over this shader (including proper anamorphic and cross glares, procedural screen dirt and bokeh ghosting). So, unless someone tells me how to hijack the stock Oblivion's FP16 target guess this one is nowhere to improve.
I don't know if the author will have time to work on it, but just thought it would be worth giving a heads up that this mod will need a slight update to work with OR versions 5.0 and above because of changes to the names of commands. Basically, any script or ini line that uses "ORSetCustomValue" will need to be changed to "ORSetCustomEffectValue". This can be done in a couple of minutes using the Construction Set Extender if users want to do it themselves in the meantime
Thanks, I had a minute this morning to both check the ORv5.0 and tweak the flare to work again, posted the ESP and INI as an optional download (hehe, I somehow plan on making a new version of it, though the question that remains is "when?" ).
How the fuc..ng hell can i tell the damnit Oblivion realoaded INI to use custom shaders ???? theres is no f. ini setting with the name" custom shaders"
In the questions-and-answers-section, the description says "effects", not "shaders". I never can remember which is which myself. Data\OBSE\Plugins\OblivionReloaded.ini : [Main] CustomEffects = 1 -- -- -- Alenet called Oblivion Reloaded "OBGE4", in order to give full credit to the older project, OBGE, that started his. So, since you have OR, the answer to your second question is: 4.
Sorry, was really away. Glad you solved the problem and even more that it was worth it. As for the OR version, one's not actually OBGE's 4 as Alenet uses own version numbering, to figure the exact one you can simply check the "Details" tab of file properties for "\Oblivion\Data\OBSE\Plugins\OblivionReloaded.dll". Just in case you'll need it some day
So you activated the ESP, right? Another thing - sorry, guess I forgot to mention as it felt pretty obvious at first and slipped off my mind later - enable Custom Effects themselves via OblivionReloaded.ini!
Yes, but that's pretty much questionable why should you. ENB has own Bloom shader support and there are existing shaders, including it's own flares. On the other hand, OR alone can be tweaked to achieve a somewhat alike look, all effects included. But having those neat water displacements is priceless, actually my goal was to no longer be forced to use two graphic mods at once which sounded strange.
Most likely you're about to tweak the 'Threshold' variables, I had alike when not running on OR's HDR shader but stock one instead. Setting those higher will increase the cutoff level but the brightness range will be cut as well, so then come the 'Gain' ones (you can 'test drive' typing the following and others like here: ORSetCustomValue "Flare" "fFlareThreshold" 1.4 with different values in your console, quotes should be exactly like in this example or in the INI). The best tactic is to set the gain higher so you'd see the flares better, then set the thresholds so you'd see the effect only (or mostly - some bleeding is acceptable) where desired (flames, spellcast effects and explosions as well as shiny parts of objects), then tone the gain down to your liking.
Or you can try the HDR settings from the README, those are which I used for the screenshots
Wow! Thanks very much for these, they look really great and give Oblivion's visuals a nice bit of extra zing. Also great not to have to use ENB for this effect anymore!
26 comments
So, unless someone tells me how to hijack the stock Oblivion's FP16 target guess this one is nowhere to improve.
And by the way - great work on this! Endorsed!
Data\OBSE\Plugins\OblivionReloaded.ini :
[Main]
CustomEffects = 1
-- -- --
Alenet called Oblivion Reloaded "OBGE4", in order to give full credit to the older project, OBGE, that started his. So, since you have OR, the answer to your second question is: 4.
Cant PM to you, have some questions about custom shaders.
He-he try to start, and dont see it, modify ini, recompile dont help
He-he forgot to enable custom! Sorry for my stupidnes)
-nevermind i found it out-
I will try to do the Flare.ini settings as suggested in readme, Endorsed.
The best tactic is to set the gain higher so you'd see the flares better, then set the thresholds so you'd see the effect only (or mostly - some bleeding is acceptable) where desired (flames, spellcast effects and explosions as well as shiny parts of objects), then tone the gain down to your liking.
Or you can try the HDR settings from the README, those are which I used for the screenshots