Version 3.2.1 changes and notes =========================================================== 3.2.1 mainly fixes a CTD that was introduced in the previous version. The CTD would occur when an unconfigured weather type was loaded by the volumetric light system on the very first save load after game launch. Many thanks to everyone that reported this issue.
Changes for this release:
Fixed a bug that caused a CTD when an unconfigured weather type was loaded by Volumetric Light system
Updated the order of the Coloring post processing effect. Will now be applied towards the end of pipeline
Version 3.2.0 changes and notes =========================================================== 3.2.0 applies changes to the volumetric light system implemented in the previous release. Animated fog has been added, which when enabled, will show a blowing/rolling fog effect. Height based fog can be applied via the AccumHeightMax and AccumHeightMin settings. A random value between these numbers will be picked to be used as the fog height. The same random selection is now applied to fog distance via AccumDistanceMax and AccumDistanceMin. SunScatter(RGB) setting was added to allow more control over coloring of the sun. This replaces SunIntensityCoeff which simply applied a coeffcient to white color.
In general, several changes to the shader were made that result in an overall more realistic look and feel. Colors should blend more naturally and overly bright areas (specifically in the sky) should now be more balanced.Here is a demo of the 3.2.0 visuals:
I recognize there's probably some subjectivity in the visuals produced by both this version and the previous version. Beyond volumetric light updates, 3.2.0 offers nothing over 3.1.2 in terms of performance/stability/features. So feel free to continue using 3.1.2 if you prefer. I will eventually recompile the 3.1.2 shader with the new settings so that the 3.1.2 visuals can be used in later versions. A few notes and things to reiterate:
The config files between 3.2.0 and 3.1.2 are NOT compatible.
I have included settings for vanilla Tamriel (non SI) weathers. Settings must be configured for each weather type: If you run a weather mod, you'll have to create the settings yourself or wait until someone releases a preset.
If you do not want random values for Fog Height or Fog Distance set the Max and Min to similar values (ex. 5000 and 5001) but NOT the same value. Using the same values will currently cause a crash. This was a late find, it will be fixed in the future.
Performance will remain roughly the same as the default shader that shipped with 3.1.2. As with last release I'll upload higher and lower fidelity versions at a later time.
Remember to save your settings. You should be doing this often while you update settings for each weather type.
Changes for this release:
Added animated fog to volumetric lighting effect
Added height based fog to volumetric lighting effect
Sorry for leaving unanswered questions around here. I will be sure to get those answered soon. Also big thanks to NLynch77 for your bug reports and input. I will be sure to investigate these issues and suggestions. You can check out NLynch77's 3.1.2 preset here.
Version 3.1.2 changes and notes =========================================================== 3.1.2 adds an additional effect to the post processing pipeline: Volumetric Light
This is an optional replacer for the current "GodRays". Although technically you could run them both...I guess...if you wanted to. You probably shouldn't do that.
This effect is not related to the current volumetric fog.
Key things to know about this new effect:
I have included settings for vanilla Tamriel (non SI) weathers. Settings must be configured for each weather type: If you run a weather mod, you'll have to create the settings yourself or wait until someone releases a preset. Configuration is not as daunting as it sounds and a basic setup can be realized in a matter of minutes. REMEMBER TO SAVE YOUR SETTINGS AFTER EACH CHANGE OR YOU WILL LOSE THEM.
Accum refers to light that gets accumulated from the light source. This light is affected by shadowed areas.
Base refers to the fog/mist/smoke/(whatever media you want to pretend it is) that the accumulated light will be "propagating" through.
Randomizer allows for varied strength of the effect. What you define in the settings is the max possible effect strength. If randomizer is set to 4, the shader config will choose a random strength of 25,50,75 or 100% of what is defined in the settings. If randomizer is set to 10, the shader config will choose amongst 10,20,30,etc,100%. Random strength is chosen each time the weather changes.
For modifying/testing settings: You can quickly force weather types by highlighting them in the Volumetric Light menu and pressing the configured "Add" key. (By default is '+' on the numpad.) Forcing weathers (via the menu only) will apply effect at full strength for testing purposes. The "Add" key can also be held to change values rapidly within this menu. See these examples for operating the menu: (https://imgur.com/a/B3RQRzD,https://imgur.com/a/0jgTClw)
There will be some noticeable pop in, as the light is affected by shadowed areas. There's not much that can be done (yet) because shadowing distance is not unlimited.
You will see a significant drop in performance using this effect. I will be uploading higher and lower fidelity versions shortly after 3.1.2 releases
This is a fairly rudimentary implementation of volumetric light but hopefully serves as a demonstration for some more advanced techniques to be developed in the future. Enjoy.
Changes for this release:
Added volumetric lighting effect
Version 3.1.1 changes and notes =========================================================== Version 3.1.1 is a maintenance release that addresses DXVK compatibility and minor issues for textures and shaders. Thank you to fallout3windows7 for reporting the DXVK issue!
Changes for this release:
Applied official Oblivion Reloaded patch for DXVK compatibility (Thanks llde!)
Updated several SM3 shaders to account for interior fog
Fixed a bug with point lights that caused visual anomalies on some POM surfaces
Fixed a texture issue that caused a bright outline on masser half moon phases
Version 3.1.0 changes and notes =========================================================== 3.1.0 covers a range of bugs, optimizations and new features. Fortunately, this release was able to achieve both an increase in visual quality and performance. For point lights, the shadowing technique has been switched to a slightly more efficient method but most of the performance increase comes from addressing an inefficiency when shadowing actors. Combined, these resulted in a massive increase in performance for point light shadows. For exteriors, the same shadowing technique was applied and unnecessary sampling was removed which resulted in a more mild but solid performance gain.
Feature wise, this release adds the ability to toggle between the original (vanilla) skin shaders and the skin shaders provided by Oblivion Reloaded. Both still benefit from OR's shadow system. You can have a look at the comparison pictures to see some examples of the differences. Also added in this release is the ability to apply shadows to the specular portion of surfaces. This is quite a mild effect but can add significant shadow depth in certain scenarios. Unfortunately, the effect is insanely performance heavy due to how specular effects are accumulated by the engine. It is turned off by default. Again, see the imgsli's for the differences. The other changes are fairly straight forward, for a full listing check out the changelog.
Apologies for the drought and silence here lately. Some of the issues and bugs mentioned here have been resolved by this release but Ill be sure to respond to the outstanding questions. Huge thanks to everyone that submitted bug reports and issues in general. Special thanks to Lazaro for all of your investigation!
Changes for this release:
Optimized shadow rendering for actors
Optimized point light shadowing: use static maps when possible
Added specular shadows toggle for interiors : (See **EnableSpecularShadow** under OblivionReloaded/Shadows/Shadows.ini)
Added additional shaders for shadow coverage (Runestones, Carpet fringes etc.)
Added vanilla skin shaders toggle : (See **UseVanillaShaders** under OblivionReloaded/Skin/Skin.ini)
Updated lights from magic effects to only cull shadows. (Prevents problematic/overly dark self shadows)
Updated shadow blending: smoother transition between lights
Removed unnecessary sampling from exterior shadows
Fixed a bug that caused various visual anomalies ie. neon bright surfaces. (Incorrectly set render state)
Fixed a bug that caused OR settings to not save
Fixed a bug that caused incorrect (reversed) terrain lighting
Fixed a bug that caused distant objects to appear black during dialog
Fixed a bug that caused the incorrect water profile to be loaded when changing locations
Version 3.0.1 changes and notes =========================================================== 3.0.1 is a maintenance release that addresses a bug introduced in 3.0.0 which causes ORs custom animations to load by default. These animations are related to equipment mode and mounted combat which are legacy features of the original OR. These features will remain in place for now but will be removed in a future release to reduce the mod’s invasiveness. Many thanks to 0Hullu0 for reporting this issue!
As stated above changes for this release include:
Fixed bug that caused OR custom animations to be enabled by default
Version 3.0.0 changes and notes =========================================================== I did not intend this release to be major version change; however, I made some changes that make many 2.0.0 shaders incompatible. So to alleviate any confusion I just bumped the version to 3.0.0. Mostly this release addresses some poor performing shaders and some settings that probably should be disabled by default. Namely, post processing shadows: I used post processing shadows for a couple of reasons. One, it adds a bit drama via contrast and additional blur, two it provided a bit more shadow coverage where forward shadows weren’t implemented. So this was a cheap trick that actually turned out to be insanely expensive at 4K. So if you like the more dramatic look and have a system that is capable, I recommend the post processing shadows, they’re just off by default now. Another notable thing for this release, in the "[Exterior]" section of the shadows.ini, the "Darkness" value now applies to the forward shadows rather than the post processing shadows. These values don't translate well between the two methods, so be mindful of that if you are copying settings from a previous version of OR:E3.This release should provide reasonable FPS gains for both interiors and exteriors and should also reduce stuttering issues. Changes include:
Optimized all interior shadow shaders
Optimized some exterior shaders which previously caused excessive stuttering
Added fog blending to post processing shadow effects
Updated config: [ShadowsExteriors] darkness now applies to forward shadows
Updated config: disabled post processing shadows by default
Updated config: disabled SMAA by default
Updated config: disabled grass mode by default
Updated config: enabled purger by default
Version 2.0.0 changes and notes =========================================================== The 2.0.0 release mainly targets inefficient areas in the shadow engine code and shaders. The changes applied for this release should result in a significant performance increase for all systems.The most demanding part of OR:E3 is point light based shadows, so as part of these improvements you will be able to create Point Light Shadow profiles for each location in the game. This is to account for the wide range of lighting scenarios where shadow mapping was not originally considered. Mods that include addon locations will also benefit from this features as many of these cells (ie player houses) have an overly abundant amount of lights that do not perform well with pre 2.0.0 OR:E3.The performance profiles will allow you to specify how lights interact with shadows. The lights can have two states of effect or no effect at all.
Cast - cast and cull shadow
Cull - cull shadow
None - no shadow interaction
Generally speaking, the Light's "radius" is an indicator of it's output intensity. With this value, you can define a range to tell OR:E3 which lights should cast shadow, cull shadow and which should be ignored. The default values should be suitable for most locations, so this mechanism is to cover the 10-15% of locations that are problematic, whether it be from a performance or visual perspective. These profiles can be created and saved in game, in real time. There is no need to exit the game to manipulate the ini file. Press "O" to open up the Oblivion Reloaded menu and use the arrow keys to navigate to the option pictured.
Spoiler:
Show
Select "Create Profile" and press enter to start editing the values for your specific location. Be sure to press Enter again once finished editing to save your profile and changes. If a profile has already been created for your specific location, it will always appear at the top of the list in the profile section.
Spoiler:
Show
All notable changes for this release include:
Optimized shadow effects and processing
Optimized KhajiitRays effect
Added location based point light configuration: ..\OblivionReloaded\Shadows\ShadowPointLights.ini
Updated shadowing behavior during dialog to reduce visual artifacts
Updated config: disabled Bloom effect by default
Updated config: moved "pointlights" property from Shadows.ini to ShadowPointLights.ini
Removed LowHF and BloodLens effects and their configurations
Fixed bug that did not allow dynamic FOV changes (bow zoom etc)
Fixed bug that misaligned exterior shadows after exiting interior (again)
Fixed bug that applied KhajiitRays effect during daytime
Fixed bug that did not allow multipoint grass lighting (Vanilla Bug)
Version 1.1.5 changes and notes =========================================================== Self shadowing will now be more precise and show greater detail. Shadows from armor, head gear, weapons or any wearable item should now be visible on the actor. See latest images for examples. This update requires texture replacement of the eyes. If you do not use the included textures, shadows will not be applied to the actor's eyes.
Improved actor self shadowing
Version 1.1.4 changes and notes =========================================================== Apologies for another update so soon. This release is to fix a few issues I introduced in 1.1.3. If you are upgrading from 1.1.3, It is not necessary to install the entire archive. You simply need to replace the dll: OBSE\Plugins\OblivionReloaded.dll
Fixed misaligned exterior shadows after exiting interior
Fixed shadow rendering issues for interiors with water
Version 1.1.3 changes and notes ===========================================================Some overdue updates. Most of them should be self explanatory but if not, feel free to drop questions! Thanks and enjoy!
Updated interior skin shaders for softer shadows
Fixed rain shader bug that displayed effect prematurely
Fixed interior shader bug that caused shadows drawn over distant fog
Updated exterior deferred shadows to reduce drawing over transparent effects
Added smooth day/night shadow transition
Reduced shadow "shimmering" for exteriors
Spoiler:
Show
For what this affects, see example videos here. Part of this change comes with a new setting: UseIntervalUpdate=1 means shadow positions are not updated in real time. Rather, they are updated after a time interval to align with the light position. Constant/Real time movement of the shadow positions (or any kind of movement really) creates an ugly "shimmering" effect. I use a timescale of 15 and find that this option works quite well. At the default timescale of 30, the interval movement is more noticeable but in my opinion, is FAR better than a constant salsa dance. Regardless, enable or disable according to your taste.
Updated shadow ini default settings These settings have been tweaked to allow further shadow view distance. Along with these changes, several bias settings were added. I strongly discourage changing the following values
[b]Added optional high quality shadow shaders (interiors only) Applies to interiors only. I wanted to make this adjustable in game but found some technical issues that I didn't have time to fix. If you want higher quality shadows for interiors, simply download the HQ version. Installation steps are the same. Default version uses 3x3 PCF. HQ version uses 6x6 PCF. The quality setting can be adjusted in game but has no effect.
Pressing O while ingame will open a menu that allows you to mess with the mod settings, which is good for experimenting with things in real time - however not all options will be shown in that menu and they will not be saved upon restarting the game.
In order to see more settings, and permanently change them, navigate to your OBSE folder --> plugins --> OblivionReloaded.ini then make your changes in Notepad and save. Toggles are found here, so TL;DR this is your answer.
Once again not all settings will be shown in that generalized ini, so you can go to Shaders folder --> OblivionReloaded --> click the specific setting you'd like to customize in depth, edit the ini and save.
I'd recommend making a backup of the ini files before changing so it's easy to restore if you don't like something.
I hoped to find something in the ini to make it stop reappearing but cant find anything, maybe InfoEnabled? But it doesnt do anything at least in regards to the settings on screen in game
I've been experiencing occasional crashing that goes away when I disable this mod. I usually notice it when loading a new area (fast travel, using a door, etc) The game sound and visuals freezes for a second, resumes for another second, then crashes to desktop afterwards. Here is my CobbCrashLogger information. I know Oblivion crashes are common, especially when modded, but the closer I can get to crash free the better!
Just glancing at the crash log I’d say it’s directly related to DXVK and is happening during unloading/loading of shaders but just a guess really. It may be a while before I can fully inspect the crash log. Did you recently change DXVK versions?
I really don’t recommend the use of DXVK with Oblivion and OR. I know it provides better performance for many games but Oblivion+OR is simply not of them. As a debugging step I would see if you experience the same crashes without DXVK. Thanks.
After testing it today I definitely don't crash as often without DXVK. I also noticed I'm getting less visual bugs now, such as flickering shadows.
It's such a shame though because my game runs smoother with DXVK enabled. Of course I could continue to force them together anyways and just deal with the crashes.
Edit: I just got this crash even with DXVK disabled. However, I'm still getting way less crashes without DXVK. Like a difference of once an hour to once a day. https://pastebin.com/n66DwkBr
In some areas outside during the day, the lighting gets extremely bright and some shadow from the enb are disabled, turning slightly and moving will re enable them until I'm in the same spot and angle. Here is an example. https://imgur.com/a/rTx8LTh
Based on everything you’ve provided I’d put my money on the refraction shader being the issue. It’s particularly an issue with ENB combined with OR. Although maybe it happens without OR too.
It’s noted in the readme. Try using this setting in the game ini:
For the micro stutter issue. I’ve had mixed results with OSR. In many cases the problem was worse and/or performance was worse when using OSR. So I moved away from recommending use of it. The most effective thing I’ve found is to use a frame limiter to remove the stutter. Either of Nvidia or AMD limiters should suffice. Depending on your specs, it may be necessary to set it lower than 60Fps to remove stutter. Thanks.
For some reason trees and grass are both constantly darkened, as if they're in shadow. I can fix grass just by disabling it in the ini, but can't seem to find any fix for the trees. Are there any settings that control this sort of thing? I am on an AMD card which I know can cause some issues with Oblivion Reloaded.
Hm, I’ve never seen this one before. Can you please check the oblivion folder under “My Games” and provide the contents of the RendererInfo.txt file? It’s possible that the incorrect shader package is being loaded. Thanks.
Prefacing by saying I'm using an AMD GPU so I know it's likely the culprit, but after installing ORE3, I've been having this weird issue with the hair models either turning bright white, or disappearing entirely in specific shadowed areas. This ONLY happens when in an interior cell, literally everything outside is perfect looking!
Has anyone had this issue before, found a fix, or know how to disable Oblivion Reloaded for ONLY the interiors?
White hair is definitely a side effect of AMD GPUs. This has to do with the shaders pairs being compiled with differing versions of the shader spec. I have addressed most of these issues for the next release. That should be out in the next month. So what you’re experiencing now is “normal”. Thanks.
Hi there, is there anything more I need to do to get shader modifications working? I've made changes to the ini as described in the docs (enabling shader re-compilation), but when I make changes to the .hlsl files I don't see the effects changed on re-launch. I've tried outputting a float4(1.0, 1.0, 1.0, 1.0) in last pass of volumetrics as a sanity test, for example.
Are you seeing any visual differences at all after installing OR:E3? Can you check the OBSE log file in your oblivion folder and make sure there are no errors on start up? Some users have had issues in the past not having the latest directx 9 runtime. That could certainly be the issue here.
What setting is responsible for darkening the interior windows at night? My windows look too bright at nighttime, so I'd like to intensify the effect.
Edit: turns out something actually messed up my window lighting. My windows are sporadically darkened or bright and sometimes change colors as I move my camera to look at them. Any suggestions on what's wrong?
edit-edit: I reinstalled the mod while keeping a backup to reference and reapply some of my important ini changes. Then I made this mod load after my texture packs (which contained window textures that were overwriting the window textures included with ORE3). Somewhere along those lines seemed to fix it and my windows look dark at night again
Looks like an issue with the alpha properties of a mesh from the "Urasek" mod. Setting AlphaEnabled = 0 in the Shadows.ini for [ExteriorsNear] and [ExteriorsFar] should prevent the crash. Let me know if this helps. Thanks.
Alright, I have disabled "AlphaEnabled" from ExteriorsNear and ExteriorsFar as per your instruction, seems there's no crashes now...Strange...
How come a mesh and ORE3 can make the game crash, though? Also, is there any way to fix the problem on the mesh itself?
Also thanks a lot for the help, I actually went to try main Oblivion Reloaded itself and was already missing E3, I just can't play this wonderful game without the amazing shadow rendering and the volumetric lights anymore.
640 comments
===========================================================
3.2.1 mainly fixes a CTD that was introduced in the previous version. The CTD would occur when an unconfigured weather type was loaded by the volumetric light system on the very first save load after game launch. Many thanks to everyone that reported this issue.
Changes for this release:
Version 3.2.0 changes and notes
===========================================================
3.2.0 applies changes to the volumetric light system implemented in the previous release. Animated fog has been added, which when enabled, will show a blowing/rolling fog effect. Height based fog can be applied via the AccumHeightMax and AccumHeightMin settings. A random value between these numbers will be picked to be used as the fog height. The same random selection is now applied to fog distance via AccumDistanceMax and AccumDistanceMin. SunScatter(RGB) setting was added to allow more control over coloring of the sun. This replaces SunIntensityCoeff which simply applied a coeffcient to white color.
In general, several changes to the shader were made that result in an overall more realistic look and feel. Colors should blend more naturally and overly bright areas (specifically in the sky) should now be more balanced.Here is a demo of the 3.2.0 visuals:
I recognize there's probably some subjectivity in the visuals produced by both this version and the previous version. Beyond volumetric light updates, 3.2.0 offers nothing over 3.1.2 in terms of performance/stability/features. So feel free to continue using 3.1.2 if you prefer. I will eventually recompile the 3.1.2 shader with the new settings so that the 3.1.2 visuals can be used in later versions.
A few notes and things to reiterate:
weather mod, you'll have to create the settings yourself or wait until someone releases a preset.
Changes for this release:
Sorry for leaving unanswered questions around here. I will be sure to get those answered soon. Also big thanks to NLynch77 for your bug reports and input. I will be sure to investigate these issues and suggestions. You can check out NLynch77's 3.1.2 preset here.
Version 3.1.2 changes and notes
===========================================================
3.1.2 adds an additional effect to the post processing pipeline: Volumetric Light
This is an optional replacer for the current "GodRays". Although technically you could run them both...I guess...if you wanted to. You probably shouldn't do that.
This effect is not related to the current volumetric fog.
Key things to know about this new effect:
This is a fairly rudimentary implementation of volumetric light but hopefully serves as a demonstration for some more advanced techniques to be developed in the future. Enjoy.
Changes for this release:
Version 3.1.1 changes and notes
===========================================================
Version 3.1.1 is a maintenance release that addresses DXVK compatibility and minor issues for textures and shaders. Thank you to fallout3windows7 for reporting the DXVK issue!
Changes for this release:
Version 3.1.0 changes and notes
===========================================================
3.1.0 covers a range of bugs, optimizations and new features. Fortunately, this release was able to achieve both an increase in visual quality and performance. For point lights, the shadowing technique has been switched to a slightly more efficient method but most of the performance increase comes from addressing an inefficiency when shadowing actors. Combined, these resulted in a massive increase in performance for point light shadows. For exteriors, the same shadowing technique was applied and unnecessary sampling was removed which resulted in a more mild but solid performance gain.
Feature wise, this release adds the ability to toggle between the original (vanilla) skin shaders and the skin shaders provided by Oblivion Reloaded. Both still benefit from OR's shadow system. You can have a look at the comparison pictures to see some examples of the differences. Also added in this release is the ability to apply shadows to the specular portion of surfaces. This is quite a mild effect but can add significant shadow depth in certain scenarios. Unfortunately, the effect is insanely performance heavy due to how specular effects are accumulated by the engine. It is turned off by default. Again, see the imgsli's for the differences. The other changes are fairly straight forward, for a full listing check out the changelog.
Skin Differences:
Specular Differences:
Apologies for the drought and silence here lately. Some of the issues and bugs mentioned here have been resolved by this release but Ill be sure to respond to the outstanding questions. Huge thanks to everyone that submitted bug reports and issues in general. Special thanks to Lazaro for all of your investigation!
Changes for this release:
Version 3.0.1 changes and notes
===========================================================
3.0.1 is a maintenance release that addresses a bug introduced in 3.0.0 which causes ORs custom animations to load by default. These animations are related to equipment mode and mounted combat which are legacy features of the original OR. These features will remain in place for now but will be removed in a future release to reduce the mod’s invasiveness. Many thanks to 0Hullu0 for reporting this issue!
As stated above changes for this release include:
- Fixed bug that caused OR custom animations to be enabled by default
Version 3.0.0 changes and notes===========================================================
I did not intend this release to be major version change; however, I made some changes that make many 2.0.0 shaders incompatible. So to alleviate any confusion I just bumped the version to 3.0.0. Mostly this release addresses some poor performing shaders and some settings that probably should be disabled by default. Namely, post processing shadows: I used post processing shadows for a couple of reasons. One, it adds a bit drama via contrast and additional blur, two it provided a bit more shadow coverage where forward shadows weren’t implemented. So this was a cheap trick that actually turned out to be insanely expensive at 4K. So if you like the more dramatic look and have a system that is capable, I recommend the post processing shadows, they’re just off by default now. Another notable thing for this release, in the "[Exterior]" section of the shadows.ini, the "Darkness" value now applies to the forward shadows rather than the post processing shadows. These values don't translate well between the two methods, so be mindful of that if you are copying settings from a previous version of OR:E3.This release should provide reasonable FPS gains for both interiors and exteriors and should also reduce stuttering issues. Changes include:
Version 2.0.0 changes and notes
===========================================================
The 2.0.0 release mainly targets inefficient areas in the shadow engine code and shaders. The changes applied for this release should result in a significant performance increase for all systems.The most demanding part of OR:E3 is point light based shadows, so as part of these improvements you will be able to create Point Light Shadow profiles for each location in the game. This is to account for the wide range of lighting scenarios where shadow mapping was not originally considered. Mods that include addon locations will also benefit from this features as many of these cells (ie player houses) have an overly abundant amount of lights that do not perform well with pre 2.0.0 OR:E3.The performance profiles will allow you to specify how lights interact with shadows. The lights can have two states of effect or no effect at all.
- Cast - cast and cull shadow
- Cull - cull shadow
- None - no shadow interaction
Generally speaking, the Light's "radius" is an indicator of it's output intensity. With this value, you can define a range to tell OR:E3 which lights should cast shadow, cull shadow and which should be ignored. The default values should be suitable for most locations, so this mechanism is to cover the 10-15% of locations that are problematic, whether it be from a performance or visual perspective. These profiles can be created and saved in game, in real time. There is no need to exit the game to manipulate the ini file. Press "O" to open up the Oblivion Reloaded menu and use the arrow keys to navigate to the option pictured.
- Optimized shadow effects and processing
- Optimized KhajiitRays effect
- Added location based point light configuration: ..\OblivionReloaded\Shadows\ShadowPointLights.ini
- Updated shadowing behavior during dialog to reduce visual artifacts
- Updated config: disabled Bloom effect by default
- Updated config: moved "pointlights" property from Shadows.ini to ShadowPointLights.ini
- Removed LowHF and BloodLens effects and their configurations
- Fixed bug that did not allow dynamic FOV changes (bow zoom etc)
- Fixed bug that misaligned exterior shadows after exiting interior (again)
- Fixed bug that applied KhajiitRays effect during daytime
- Fixed bug that did not allow multipoint grass lighting (Vanilla Bug)
Version 1.1.5 changes and notes===========================================================
Self shadowing will now be more precise and show greater detail. Shadows from armor, head gear, weapons or any wearable item should now be visible on the actor. See latest images for examples. This update requires texture replacement of the eyes. If you do not use the included textures, shadows will not be applied to the actor's eyes.
Version 1.1.4 changes and notes
===========================================================
Apologies for another update so soon. This release is to fix a few issues I introduced in 1.1.3. If you are upgrading from 1.1.3, It is not necessary to install the entire archive. You simply need to replace the dll: OBSE\Plugins\OblivionReloaded.dll
- Fixed misaligned exterior shadows after exiting interior
- Fixed shadow rendering issues for interiors with water
Version 1.1.3 changes and notes===========================================================Some overdue updates. Most of them should be self explanatory but if not, feel free to drop questions! Thanks and enjoy!
Darkness
ShadowMapFarPlane
forwardNormBias
forwardFarNormBias
forwardConstBias
forwardFarConstBias
deferredNormBias
deferredFarNormBias
deferredConstBias
deferredFarConstBias
ShadowMapSize
ShadowMapRadius
In order to see more settings, and permanently change them, navigate to your OBSE folder --> plugins --> OblivionReloaded.ini then make your changes in Notepad and save. Toggles are found here, so TL;DR this is your answer.
Once again not all settings will be shown in that generalized ini, so you can go to Shaders folder --> OblivionReloaded --> click the specific setting you'd like to customize in depth, edit the ini and save.
I'd recommend making a backup of the ini files before changing so it's easy to restore if you don't like something.
KeyEnable = 24
To this:
KeyEnable = 25
This just changes the default settings enable key from O to P. For some reason, pressing O wasnt working for me so I swapped it to P
I also use dxvk, which may or may not be related.
https://pastebin.com/MtsZW8gQ
I really don’t recommend the use of DXVK with Oblivion and OR. I know it provides better performance for many games but Oblivion+OR is simply not of them. As a debugging step I would see if you experience the same crashes without DXVK. Thanks.
It's such a shame though because my game runs smoother with DXVK enabled. Of course I could continue to force them together anyways and just deal with the crashes.
Edit: I just got this crash even with DXVK disabled. However, I'm still getting way less crashes without DXVK. Like a difference of once an hour to once a day.
https://pastebin.com/n66DwkBr
In some areas outside during the day, the lighting gets extremely bright and some shadow from the enb are disabled, turning slightly and moving will re enable them until I'm in the same spot and angle. Here is an example. https://imgur.com/a/rTx8LTh
Also I'm, still getting micro stuttering even with oblivion stutter remover. Here is my modlist, thanks!
++ 000 - Unofficial Oblivion Patch-5296-3-5-8-1704317485.7z (96022929) (Installed)
++ 001 - Unofficial Shivering Isles Patch-10739-1-6-1-1704317720.7z (C0563B59) (Installed)
++ 002 - FOV Modifier v2_0-23080.zip (C7092F98) (Installed)
++ 003 - QTP3 Redimized 1.0 Patched-45666-1-0.7z (DC207CEA) (Installed)
++ 004 - Bomret's Texture Pack for Shivering Isles with meshes from USIP-46162-1-0.7z (CE586296) (Installed)
++ 005 - QTP3 UOP3350 Compatibility Patch-5296-3-5-0.7z (9C9E970A) (Installed)
++ 006 - Grass Overhaul v61-42400-v6-1.zip (51BED8AE) (Installed)
-- 007 - VKVII_Oblivion_Cathedrals.1(1).7z (469681F1) (Not Installed)
++ 008 - AWLS Animated Window Lighting System-19628-5-6-2-1675880630.7z (FED43AAA) (Installed)
++ 009 - Realistic Water v3-37794-3-0.zip (4819B275) (Installed)
++ 010 - Improved Trees and Flora 2-11891.7z (523A98DB) (Installed)
++ 011 - HiRez Daedric Shrines-43442-1-0.zip (CCE5716F) (Installed)
++ 012 - Mesh Improvement Project-44501-1-4a.7z (4059EA54) (Installed)
++ 013 - Let there be Flowers-49616-1-0-1567346470.7z (846B24AD) (Installed)
++ 014 - Mikes Clothes Replacer v11-7487.7z (6FC63A1A) (Installed)
++ 015 - Weapon Improvement Project-43852-1-9.7z (9110BE8D) (Installed)
++ 016 - Geckos Ayleid Ruins Textures V2 - Parallax-46579-2.zip (11059FE3) (Installed)
++ 017 - 2020 Retexture Project - Caves-49933-1-1-1677358379.7z (31F8FBE3) (Installed)
++ 018 - 2020 Retexture Project - Farmhouses (AWLS)-49933-1-0-1680131482.7z (731AAD81) (Installed)
++ 019 - 2020 Retexture Project - Grasses-49933-2-0-1675623257.7z (8E4C46BD) (Installed)
++ 020 - 2020 Retexture Project - Landscapes and Rocks-49933-3-0-1675498718.7z (85F9CCC2) (Installed)
++ 021 - 2020 Retexture Project - Snowy Roofs in Bruma for AWLS-49933-1-5-1675499097.7z (3650AFA6) (Installed)
++ 022 - 2020 Retexture Project - Trees and Shrubs-49933-2-1-1675790253.7z (31A2BCD9) (Installed)
++ 023 - Blue Darker Glass-52978-1-2-1696117663.7z (01717B75) (Installed)
++ 024 - Oblivion Character Overhaul v203-44676-2-03.zip (081D51A5) (Installed)
++ 025 - SR- OCOv2 44676-45859-1-5a-1621134647.7z (ECC58193) (Installed)
++ 026 - Retextured Inn Signs-48576-1-0.7z (21578B7A) (Installed)
++ 027 - Retextured Road Signs-48235-2-0-1616550659.7z (9799AC68) (Installed)
++ 028 - NorthernUIAway (Vanilla Style)-48577-2-0-3-1-1621709511.zip (20912DAC) (Installed)
++ 029 - NorthernUI Hotkeys (BAIN)-51534-1-7-1-1685039168.7z (A6CFB487) (Installed)
++ 030 - Oblivion Texture Overhaul - Realistic Mouth ( Teeth plus )-51720-1-0-1643211204.7z (3D9A7FE6) (Installed)
Blockhead
SKYBSA
Oblivion stutter remover
FOV modifier
Monkey ENB
4GB Patch
Based on everything you’ve provided I’d put my money on the refraction shader being the issue. It’s particularly an issue with ENB combined with OR. Although maybe it happens without OR too.
It’s noted in the readme. Try using this setting in the game ini:
bUseRefractionShader=0 (ONLY if using ENB)
Image of what I'm talking about: https://imgur.com/a/nG6xjB2
in an interior cell, literally everything outside is perfect looking!
Has anyone had this issue before, found a fix, or know how to disable Oblivion Reloaded for ONLY the interiors?
Thanks.
Edit: turns out something actually messed up my window lighting. My windows are sporadically darkened or bright and sometimes change colors as I move my camera to look at them. Any suggestions on what's wrong?
edit-edit: I reinstalled the mod while keeping a backup to reference and reapply some of my important ini changes. Then I made this mod load after my texture packs (which contained window textures that were overwriting the window textures included with ORE3). Somewhere along those lines seemed to fix it and my windows look dark at night again
Here's a pastebin of the log: https://pastebin.com/MvsJDk5T
This apparently happens when I get close to Fort Urasek, I also use the mod "Urasek", which is in TESAlliance, a little village mod.
How come a mesh and ORE3 can make the game crash, though? Also, is there any way to fix the problem on the mesh itself?
Also thanks a lot for the help, I actually went to try main Oblivion Reloaded itself and was already missing E3, I just can't play this wonderful game without the amazing shadow rendering and the volumetric lights anymore.