Oblivion
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  1. GBRPluss
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    New in version(1.6)

    - fixes for lava LOD shader (this also fixes vanilla bug when player come from oblivion)
    - config for Weapon speed feature+ new options for each weapon type
    - simple precipitations for potato PC
    - AMD fixes (shaders bugs)
    - experimental CS patch (optional)
    - fixed bug that can hung game in main menu sometimes
    - add better depth buffer fix from llde
    - most options in Oblivion.ini are forced only in LM mode
    - make quicksave-quickload safer for data
    - some speedup on Nvidia cards (in theory) when no injector used (like ENB, SweetFX)

    New in version(1.7)
    - better underwater look
    - fix alpha check for shadows
    - less aggressive FPS CAP
    - culling settings for any location type (better FPS)
    - fix for some broken options in ORC's menu
    - remove OBSE plugins checker (no Mario joke)

    New in version(1.7.1)
    - removed some experimental stuff
    - removed rendercut feature (not need it anymore)
    - add culling for shadows
    - fixed all CTD provoked by culling (I hope)
    - fixed bug with distant shadows on skin
    - small code optimisations
    - shadows tweaks (better fps)
    - faster water reflections culling
    - fixed some options in ORC's menu

    New in version(1.7.2)
    -fixed bug with distance land, when new game started
    -add command GetDistancePlayer, will work for refs in parent worldspaces (I use it for map markers)
    -fixed water bugs
    -better underwater effect
    -fixed bug with Helms
    -fixed bug with water reflections
    -fixed some small bugs in shader logic
    -add more info for menu options
    -LM version detected automatically, no option needed
    -removed useless heapmodes
    -removed inertia patch for standard game
    -moonlight phase lumination now can be configured from ORC's menu
    -now weathers dumpfile cleaned on every game start

    New in version(1.7.3)
    -better optimiseed shadows
    -new menu for Equipment mode
    -fixed DXVKPatch
    -additional option for shadows on leaves
    -some fixes from OR E3
    -add LODCut option to [PotatoPC]
    -fixed far LOD cutting by default
    -fixed some AMD bugs

    New in version(1.7.4)
    -removed RayCast for culling
    -faster culling LOD for exteriors
    -fixed AMD bugs...
    -add briteness option for Nighteye shader
    -add SimpleWater option for PotatoPC
    -add SimplePrecipitation new mode (2) for PotatoPC, enables vanilla rain
    -add NoLODfog option for PotatoPC
    -some small fixes
    -add BennyHill mode in Develop section (usefull for stability test)
    -fixed main menu hungs

    New in version (1.7.5)
    -fixed skin shader over light.
    -fixed bug with water and rain
    -add skin shaders for interior
    -add moonrays with moon phase support
    -add "ORSetFakeCamera" command for scripts
    -fix Camera transition from dialog menu when player is on horse

    New in version (1.7.6)
    -fix bug with LOD fog from 1.7.5
    -option NoZshaking for Fake 1st camera mode
    -some optimisations for LM
    -fix motion blur for fake 1st camera
    -other small fixes
    -practicaly no settings override for standart game (only bDoHighDynamicRange and bDoCanopyShadowPass)
    -add BennyHill theme for BennyHill mode, have fun)

    New in version (1.7.7)
    -add missed shaders for water render (fixes bug with water render on some GPUs)
    -camera fixes and some new options
    -add modes for test message (usefull for moders)
    -rewrite custom FoV logic
    -add options for dialog menu FoV and zoom in-out speed (works when custom FoV ON)
    -add ref and time reading for LM version

    New in version (1.7.8)
    - smart camera for dialog mode (only when FoV > 0)
    - fix bugs with some shaders (lighting windows, light flickering in caves)
    - new better Heapmode №1

    New in version (1.8.0)
    - fixed old OR bug with shadows, godrays "jumping" and (sky color flickering in ORC) when player change cell
    - remove some useless code
    - add some new modes for test message
    - better quality shadows (credit to Mcstfuerson, take some code from E3 version)
    - configurable SMAA
    - fixes for AMD users
    - fixes for skin shaders
    - fixes for hair shaders
    - universal CTD free heap mode
    - borderless window mode (optional)

    New in version (1.9.0)
    - simpler shaders type.
    - better game performance.
    - new purge algorythm.
    - speed tweaks for shadows.
    - dynamic lights (new)
    - INT-EXT weather sync (new)
    - better terrain LOD shader
    - HDR + MSAA
    - new Sleeping mode logic
    - lot of AMD fixes
    - better Culling logic
    - Terrain blending fixes
    - Water type smarter check
    - Screenshots everywhere
    - Fixes for saves look
    - Better ORC menu
    - Shadows for interiors with weather
    - Snow-rain as separate effects
    - Fixes for Fog effect
    - FOV fixes
    - ORC(1.8.0) related CTD fix
    - add more description for options
    - AMD fixes
    - code optimisations
    - fixed AI bug from v1.8.0
    - Vanilla fog is back
    - Loading speedup
    - Diagonal movement fix

    New in version (1.9.1)
    - many small fixes (menu)
    - fixed Grass bug
    - Water patch from OR9
    - New water shader(No LOD seam)

    New in version (1.9.2)
    - HDR + MSAA fixes
    - new mode for sharpening.
    - new mode for critical sections.
    - fixed water bugs.
    - fixed CTD (grass).
    - minor menu fixes
    - add shaders for water without reflectons (in simple water mode)

    New in version (1.9.3)
    - Culling fixes
    - Fixes for Oblivion weather when Moonlight option is active
    - Fixed bug for dintance sliders
    - Removed player rotation in interiors
    - NEW Inertia feature (for power attack with 2 hand weapon) NPC & Player
    - NEW Detection fixes (fix some NPC stupidness) NOT COMPATIBLE WITH SDR

    New in version (1.9.4)
    - Weather Sync dungeon support and fixes
    - New Jump patch feature
    - New Interior object generator
    - Fixed wanilla bug (waterplanes not working when interior has no water)
    - other small bugs fixes

    ORC.esp needed for Interior object generator, also have examples of using ORC features.
    Locations: Imperial dungeon- starting cell, Imperial Market- Slash 'N Smash shop
  2. dojikko
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    Is there a way to change the settings in the game and have them persist? It always resets to the previous settings and some texture mods require the texture size to be medium to avoid errors.
    sorry for my english
    1. Avienus
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      What I have found honestly is that the in-game settings aren't really the best way to go.  You'll have to take what you see in-game and configure them in the .ini.  I had the same problem.
  3. Avienus
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    Can anyone here advise how to get the best looking water settings?  I love the look from OBGE liquid water, but if this is the spiritual successor, shouldn't it be able to emulate it?  I cannot find out the right .ini settings, it still looks flat without any character.
  4. Suds4266
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    Don't download unless you want everything to look like literal dog s#*!, if you try to uninstall it, it bricks your game as well
    1. KatieKaliber
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      You need to change the ini to actually activate the effects you want and your game bricks on uninstall because it overwrites gamefiles, when you uninstall you're leaving holes in your files because they get taken out with the mod, you always make a fresh install after removing something like this. It's very easy to see when you unpack the zip and you could have known it would brick your game if you removed it. I've had some issues with some of the shadows being triangles esp in imperial city but besides that this has been absolutely gorgeous and stable for me. Version 194 has most options turned off by default, it's basically just a memory manager and diagonal movement tool at that point. Modding oblivion isn't as simple as later games and blaming the modauthor for your own mistake is just stupid. 
    2. Tinien
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      If version 194 basically has a memory management and a diagonal movement as you say, then why is it so bloated compared with previous versions? What else useful does it include that it weighs as much as 865 MB - nearly 5 times more than 193?
    3. CoganTheDestroyer
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      If uninstalling something will break the game that is something the MOD AUTHOR has to state in the description. Not everyone is as experienced in modding as you are you massive prick.
    4. zheksmar345
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      Use mo2 for managing your mods
      And your game will not break after unistalling an obse plugin 
    5. JJkasd
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      Wrong as ORC generates files inside Oblivion directory. Simply uninstalling it via MO2 won't work.
  5. PegasusKoga
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    Would someone be kind enough to tell me the best settings for the stability part of ORC?

    All the other settings are easy enough to tweak but i could need some help with heap settings and stuff.
    1. facehugger
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      There is no "best" setting because our hardware and mod configurations will be different. What works best on my machine may be a crashfest on your.

      That being said, start here:
      Crash Free Setup - https://www.nexusmods.com/oblivion/mods/53011?tab=description

      I started on the link above but do not use dxvk and dxwapper, because they conflict with vorpx (a VR injector), but I get hardly any crashes. I use heap mode 1, purging on, both injector patches in ORC, the patches from the link above, plus 4gb patch and a custom bashed patch. Heap mode 1 does not use the heap size setting.
    2. PegasusKoga
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      Ah, i should have known that hardware would play a role.

      Regardless, thank you kindly for the information and the link, it's much appreciated.
  6. atkinsd91
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    Can I just install this with Wrye and be happy with what happens and not worry about adjusting stuff?
    1. facehugger
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      IMO not really, you should at the very minimum set a heap mode (1 works best for me but YMMV, I used to use 4 in the past) and disable random difficulty in ORC.ini
      Most options have a short description in the in-game menu though. Some options like God Rays or Water are very buggy in my specific setup so I disabled them, while enabling eg. grass shader. You will get much much better visuals and FPS if you spend some time testing and tweaking the settings, and when I say much much better, I tripled my FPS after changing up the defaults (god rays and ambient occlusion were the worst offenders).
    2. drttoldman
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      Try to use mod Organiser for most Bethesda games its really better and you can pull stuff or just uncheck it if there is problems.  Ive seen people use Wrye  with MO but I haven't been able to do it yet.  they do it in the big new mod collections.  becasue otherwise you are limited to 256 mod plugins they use wrye Bash to combine them as a work around.   to allow more mods
  7. Makow0
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    Started using this over the original OR, and it works great! Having an issue with NPC hair not rendering though.
    When it's nighttime it gets fixed, but during the day none of them have hair! Half sure I've turned on and off every in-game config option to try and fix this, but nothing is working. I know for sure it's this mod causing it, as it only started when I installed this, but no idea why it's happening.
    For further context, I use an AMD graphics card, and I also have OCO installed (though I'm pretty confident that isn't causing issues).
    1. bosone
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      In the mod folder (you can access it with Vortex right-clicking the mod and then choosing "Open in File Manager"), go to Shaders -> ORC ->  delete the folder called "ExtraShaders". Then deploy again confirming that you want to delete the files on the Vortex interface. That fixed the baldness for me, I also have an amd gpu and I am using ORC 1922
  8. TheHatedHero
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    So going through the thread a couple people have had issues with bald npc's as well as their character. I have the same issues, removing this mod and turning off HDR fixes it however I would like to try to get this mod to work without balding every character. My current spec is with an AMD and I would really like if anyone had any helpful information on how to fix this. 
    1. bosone
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      In the mod folder (you can access it with Vortex right-clicking the mod and then choosing "Open in File Manager"), go to Shaders -> ORC ->  delete the folder called "ExtraShaders". Then deploy again confirming that you want to delete the files on the Vortex interface. That fixed the baldness for me, I also have an amd gpu and I am using ORC 1922
  9. atkinsd91
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    Apparently Oblivion Stutter Remover is not necessary with ORC - can someone confirm this please? Many thanks.
    1. facehugger
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      Yes, ORCs heap modes are superior to OSR
  10. TylerIsADumb
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    Is there a way to use the default main menu? I tried deleting the Video and Music folders in the mod folder, but that just breaks the main menu.
    1. user747635675564
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      try open Data/OBSE/Plugins/ORC.ini
      go under [Patches]
      and set MainMenuRandomizer=0
  11. DemonPenguin444
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    Is this safe/possible to update mid-playthrough? Desperately trying to cure my oblivion's horrible stutter, so I tried to update from 1.7.4 to 1.9.4 and, while the save load and doesn't crash, it basically culls everything around my character (looks like she's in a big, grey, foggy void) and doesn't seem to let me open any menus. Is there a workaround for this? Or is this a no-go to update mid game?

    Also, does anyone know how to fix my goddamn stutter? It is unplayably bad!!
    1. facehugger
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      I updated ORC multiple times without issue, every time recreating the bashed patch (reactivating everything, running LOOT, rebuilding bashed patch).

      I did have similar issue to yours where every object seemed to be culled unless it was directly in front of me, I resolved it by installing https://www.nexusmods.com/oblivion/mods/47085 and setting heap mode = 1 in ORC. I also have both patches enabled as I use vorpx to inject VR

      Also try to save the game immediately after loading in after update, completely quitting Oblivion and then reloading the new save.