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  1. GBRPluss
    GBRPluss
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    Locked
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    New in version (2.1.0)
    - Removed object genarator, detection fixes.
    - DoF effect change for simple blur with better logic (no fps drop)
    - New Specular effect for precipitations
    - New interior shadows (big thanks to Mcstfuerson)
    - New Interior specular shadows (big thanks to Mcstfuerson)
    - New Leaf shader (can configure leaf shaking now)
    - New Heap modes
    - New features and options for shaders development
    - better TerrainLOD shader
    - add third shadowmap for exterior shadows (better quality for close shadows)
    - shadows optimization (performance tweaks)
    - better menu profiling and location checks
    - fixed vanilla water bug when shader not works on mesh surfaces
    - Alternative camera for 1st person (like EC, but switch to vanilla when player in combat)
    - minor bugfixes for culling
    - "fix" for player rotation
    - other small patches

    New in version (2.1.1)
    - fixes for Camera mode
    - fix render bugs
    - fix black textures in interiors
    - fix ORC related CTD's
    - add missed info file
    - some menu fixes

    New in version (2.1.2)
    - Russian info file (ORC will detect 1C version)
    - fixes for AMD cards
    - fix for WindowMode option
    - new loger option for AMD bugs tracking (bald heads, missing objects, etc...)
    - Culling fixes (fixing not working culling in worldspace, fix for flickering rocks on shoreline)
    - Fixed shadows look in fog
    - Small shaders optimization (speedup)

    New in version (2.1.3)
    - Alt Tab Fixes
    - Shadows fixes
    - Shaders fixes
    - Smart mode (make ORC compatible to DXVK, ENB, etc), you can disable it if you know what you doing.
    - Exterior shadows speedup
    - Exterior shadows can works on 14k range now (objects can cast shadows on LOD surfaces)
    - Posibility to disable only interior shadows.
    - Grass shadow fixes
    - Grass mode speedup.
    - Grass range  3X3 for small worlds (City, Oblivion realm...)
    - AMD render fix.

    New in version (2.1.4)
    - Vanilla grass fixes (when Grassmode is ON)
    - Grassmode speedup
    - ORC Menu Key option
    - Fixed AI bugs on Cell change
    - Shaders (AMD) fixes
    - New cleanup logic
    - Fixed ORC's CTDs on cell change
    - Other shader fixes (black textures, fog, etc)
    - Smartmode (add ECamera,dll size check)
    - Flying Camera patch

    New in version (2.1.5)
    - Exterior shadows speedup
    - Fixed bugs from 2.1.4
    - add SM3001.vso for interiors
    - Vanilla mode (interior shaders) also disables shader switch in interiors.
    - Fixed black screen bug.
    - Small interior shadows speedup

    New in version (2.1.6)
    - Fix FOV for dialogs
    - Add player's shadow for 1st person camera;
    - Fixed CTD on cell load
    - Fixed CTD on loading saves
    - Fixed rare CTD on saving game
    - Add shadow blurring options
    - Add shadow sample option
    - Fixed shadow "dancing" on camera movement
    - Shader manager speedup
    - Fixed LOD shadows bugs
    - ExtCamera loading fix
    - Add new grassmode options
    - Add Shadowmaps ON-OFF options
    - Code cleanup and optimization

    New in version (2.1.7)
    - Add posibility to use ORC shadows + vanilla shadows (actors)
    - add grass safety check (fix very rare CTDs)
    - add shadows ready checks (fix very rare CTDs)
    - update smartmode (detect more obse plugins)
    - fix CTDs on cell change
    - fix random CTDs after sleeping
    - fix AMD - Intel visual bugs
    - fix "showmenurace" bug
    - fix wrong path for weatherdump file
    - add more info in shader logs
    - fixed "black sky" bug when cell loads
    - fixed Moonlight options 
    - add vanilla shaderpacks (prevent error if user edit them before)

    New in version (2.1.7h)
    - add music delayer feature as optional
    - fix vanilla shadows when ORC shadows disabled
    - add EMC check to Smartmode

    New in version (2.1.8)
    - Fix another CTDs on cell loading
    - Add missed grass vertex shader
    - Small fixes for shadows disabling
    - Fix wrong shader calculations in SM3 shaders
    - update OneTbb to actual version
  2. audiodef
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    Very nice. Thanks for the work that went into this.

    It seems to put the game into borderless windowed by default. How do I get it to go back to fullscreen?
  3. Retakka
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    are you listen?
  4. BuliwyfWolfgar
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    Yep still playing the older version... looks great.  Using ORC194 and was wondering if you have any suggestions to make it a bit clearer underwater, if skimming just below, you can see but it's just a bit murky which is cool, but if I go just a little bit deeper or a lot deeper the water is so dark you can't see a thing while using light spell and night eye, you can slightly see images to the left and right, but it's minute.  Any suggestions to make water a bit clearer would be much appreciated...  Thank you for a great mod.
  5. kland123
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    Any fix for the mountain distance disappearing when panning camera?
  6. Uglulyx
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    With the latest version I'm getting what I'm assuming is culling. In the Feed Bag in the market district half of the furniture and NPCs are invisible. But if I open the pause menu they will appear in the background. 

    A similar thing happened in the ruins outside the city.

    ETA:

    Still getting the console crash.
    1. RyukoM4701
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      I had the same issue on 217hf, of course not a direct fix but a temporary solution is to go to Culling tab in-game settings and disable Culling Objects

      Issue happened in a house, objects were invisible, similar to yours
    2. Uglulyx
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      This helped, thanks.
    3. BRerror
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      I've had this issue too and troubleshooting this problem was a little bit interesting...for my case only one solution worked: make active the welcome menu (1) at beginning of gameplay in .ini master file.
      Disabling this option in my case apparently bugs something beyond my understanding. But it worked for me, maybe for another fellow friend who reads this too.
      With this option enabled I can change any shader/texture without problem of invisible npcs/furnitures/objects.
    4. Uglulyx
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      Thanks for figuring this out. Which .ini file are you referring to? RC2_1.ini has "Welcome=0" under the "Main" group.

      Unsure if that's the setting your referring to or another ini.
    5. BRerror
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      Yes, the ORC2_1.ini
      [Main]
      Welcome =1
      Only with this enabled that all becomes visible, if I deactivate, my game mess the textures with invisibility. Even if I disable cullings.
      I'm just figuring out what's happening, probably some conflicts with menu game calling.
    6. YourGod88
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      Hmm...That's Interesting.
      Well I'm having this issue as well, however, I haven't disabled the "Welcome Message" yet, it's still active and I'm still getting several interiors not loading, "StoneWall Shields" All of the Chapels, The entireity of the Knights of the Nine hideout/base/whatever won't load interiors at all, it basically makes the DLC unplayable...
    7. Uglulyx
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      Yeah I ended up still having this issue with the welcome message enabled as well. 
    8. Notalotall
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      I also had to disable object culling; there was a ton of missing stuff everywhere, outright chunks of the world gone.
  7. Uglulyx
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    Is there any know incompatibilities between this and ENBoost?

    After installing ENBoost I'm having issues with my shadows flickering, almost as if there's two system competing to render them.
    1. alt3rf33
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      Changing Multithreading from 1 to 0 in ORC2_1.ini fixed it for me.
    2. Uglulyx
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      Sadly this didn't solve the problem for me. 
    3. BRerror
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      Be sure that the DXVK mod is installed and operational, after that make the changes in ORC2_1.ini:
      [Main]
      Smartmode =1
      [Patches]
      DXVKPatch =1
      Injector Patch =1
      Be care about FPS limiter on video driver side, wrong configuration can cause stutters and weird textures. Try with Multithreading=1, if it fail, disable this extended data structure option (=0).
    4. Uglulyx
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      Thanks I'll give that a try tomorrow.

      Is there a sure way to confirm DXVK is running correctly? 
    5. vhdv
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      If DXVK is running it should generate a log in your oblivion install folder (the one with the exe)
    6. Uglulyx
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      Ok I have a few .log files in there. None of them have DXVK in the name. However there is one named Oblivion_d3d9.log, here's the first few lines.

      info:  Game: Oblivion.exe
      info:  DXVK: v2.5.3
      info:  Build: x86 gcc 14.2.0
      info:  Found config file: dxvk.conf
      info:  Effective configuration:
      info:    d3d9.seamlessCubes = True
      info:    d3d9.useD32forD24 = True
      info:    dxvk.allowFse = True

      Is that the correct one?

      BTW thanks for all your tech support replies here, you're a hero.

      EDIT: 
      Implements the settings you recommended here and in other replies. Still getting some shadow weirdness. Shadows that only appear if I'm in the same room, shadows that change as I approach them from across the room. That kind of thing. No major flickering anymore though so it's atleast playable for the time being. It seems that ENB Series and ENBoost were having no impact either way, perhaps the injector version won't work for my AMD card? (Using injector because OBSE doesn't seem to load without the steam overlay when launching through MO2). 

      I also noticed that somehow the "Heap size" line from my ini got deleted, so that might explain my performance issues. Still a little stuttery in exteriors but far smoother overall. As far as I can tell the only thing acting as a frame limiter should be ORC, I've fully disabled the AMD overlay and any AMD software settings for Oblivion.

      EDIT: So something in ORC is causing weapon hits to not make any sound. A clean ORC ini brings the sounds back, but I can't tell what setting is affecting them. Also my repeatable crash is back, I thought maybe it was a script causing it but after tweaking some of the ORC settings you mentioned the crash stopped. But now it's back.

      ORC Ini: https://pastebin.com/Gdx2dQxd

      Crash Log Pre ORC Fixes: https://pastebin.com/yaECqvEH

      Crash Log Now: https://pastebin.com/ghf7r5mK

      Honestly think I might just have to try a different version of OR at this point.
    7. BRerror
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      It's really tricky to setup correctly all the settings, I recommend trial and error for every change you do in these .ini files.
      I tried to simulate all that you've done and my sound just worked fine, I'm thinking that can be a "Tick" problem maybe. Something is desync the sound and the engine probably is cutting it to maintain the gameplay. At the moment only one problem come to my mind...if you've installed the Oblivion Display Tweaks Mod it's came with one configuration ini file found in OBSE/plugins folder, open and edit like this:
      [TickFix]
      bFPSFix = 0
      First sighting, it appears that doesn't have any interference with sound, but, I remembered that I did this before when my sound was cutting the dialogs, so, probably this conflicts somehow to the tickfix from ORC.
      Maybe other tweak that can adjust more shadows problems with your ENB too: on Bugfixes Mod ini file (same folder as above), open it and edit to 0 all these lines:
      bInstallBloodDecalMemLeakFix=0
      bInstallInitRendererFix=0
      bInstallShadowCameraFix=0
      bInstallShutdownCTDFix=0

      Another thing that can stutter shadows is the "d3d9.textureMemory" found on dxvk.conf (root folder), it needs to be =0. Appear that this settings conflicts with engine/fixes somehow.
    8. Uglulyx
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      At this point I don't even have ENB installed.

      I've never had the Display Tweaks mod installed. 
  8. mr666saturn
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    Unfortunately, I'm getting too many crashes with this for it to be worthwhile :(
  9. khaneseus
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    I am trying to add this fix into OME (Heartland Redux) but my problem is that OME uses root builder.

    how do I go about installing this with rootbuilder I have been dealing with this for hours now help pls XD


    P.S. is installing this fix later possible? if so, I want to play now and do this once I get an answer here.
     
  10. FerrFerr
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    Ok so I was wondering what was doing this and I found out its this mod.

    When I enable ORC, all my distance fade settings automatically go up to 100%, while before I had them at 66 as it was recommended in one guide.

    Even if I set them back to 66 or anything other than 100%, the fade settings reset to 100 as soon as I load a save or load to a different area.
    Anyone here knows what changes that? I remember that normal OR had the SaveSettings option, but I dont think its in this version.
  11. vhdv
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    Is there some way to make shadows perform better? Having that setting on uses like 40% of my gpu while everything else combined uses maybe 20%. I've tried using the potato pc settings, lowering and adjusting the shadow settings but none of them make more than a tiny difference in performance.
    If that isn't possible, is there some way to be able to use the skin shader without having shadows on? I would really like to use the skin shader but it does nothing unless shadows are also enabled.
    1. BRerror
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      For my configurations about shadows and FPS drops (2.1.8), I did some tweaks that worked liked a charms for me, maybe it'll work for your case too. Just, be sure that you've installed all these engine fixes:
      All unofficial patches
      Engine bug fixes
      Blue's engine fixes
      AveSithis fixes
      OBL mod limit fix
      Weapon drop fixSkyBSA
      Blockhead
      DXVK
      4gb patcher
      BSA decompressor (increase a lot of speed processing time)
      Oblivion Display Tweaks

      I tweaked master .ini file with all these mods correctly working, be sure of it.

      After all, be sure to not have any framerate limiter conflicting with ORC, this can cause many stuttering and abnormal conditions.

      Try to enhace the shadows dropping FPS with these tweaks in ORC_21.ini (master file):
      [Main]Smartmode =1 (This is very important for stability, the ORC will apply auto patches and settings for various mods, avoiding any conflicts)

      [Patches]
      FPSCap =1 (also cap at your monitor with same FPS in all options section [FPSCAP] in same .ini file. Must be the same settings in your OS video manager, to avoid desync and abnormal fps issues)
      InjectorPatch =1
      Antialiasing =0
      Tweaks  =1 (it's good to have Simple Saves Plus mod too, because this option disables the autosaves)

      If your card is an AMD, I recommend to activate the DXVK patch=1 (needs the correct d9d3.dll in root directory)
      DynamicLight =0

      [Memory]
      HeapMode =10
      HeapEnable =1
      TexturesPatch=1 (this must need 4gb patch on oblivion.exe and a stable video driver to run flawlessly)

      [Shaders]
      Skin =1
      TerrainLOD =0
      Shadows =1

      Be sure that you don't have another mod that uses/conflicts with vanilla shadows and/or lights.

      [Effects]
      AmbientOcclusion =1 (if you experience some weird shadow bugs on surfaces like chests, disable for tweaking)

      If these options doesn't satisfy your needs, try optimizing the [PotatoPC] entries with ShadowsTweaks =1 and even try to disable shaders 3.0 with SimpleShaders=0, but it will need to tweak the [Culling] section too.

      Edit ORC Shadows.ini file to refine mainly the exteriors shadows (far and LOD).

      It requires a fine tuning and some patience, but probably works good and well optimized for your PC.
    2. alt3rf33
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      I’ve tried a bunch of things too, but I couldn’t find the perfect solution. Enabling ORC Shadows causes a 15 to 25 FPS drop and significantly increases GPU usage.

      Of course, mods are something creators should develop the way they want, so I’m not trying to make any demands — but if it were possible to make the skin shader work even when ORC Shadows are off, I’d really appreciate it.
      @GBRPluss
    3. vhdv
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      Thank you for your advice, I appreciate it takes a lot of time to make a write up like that. I installed the fixes you recommended and noticed a minor performance boost on base oblivion, but did not notice a large boost for ORC. I also disabled my FPS limiter so that only the ORC one would be enabled but didn't notice a difference. I also tried using your recommended ORC settings and it didn't seem to help my GPU usage more than about 5%. However I have come up with a solution I am mostly happy with. By leaving the "shadows" option in shaders enabled, but going into the detailed settings for shadows and disabling everything and setting shadow map resolution to 1, "shadows" as a whole has no visual impact and a minor but tolerable performance impact (around 5% of my GPU), while still allowing skin shaders to work. I did try a similar setup before and it had issues with huge performance drops looking at certain directions, but for now that does not seem to be happening. As long as I don't encounter any issues I am happy with this setup.

      Detailed Settings Changes for anyone interested:
      Spoiler:  
      Show
      Go to OBSE\Plugins\ORC2_1.ini
      In [Shaders]
      Skin to 1
      Shadows to 1
      You may also want to test turning on ShadowsTweaks in the [PotatoPC] section if you have it off. I haven't tested its impacts because it is on by default.

      Go to Shaders\ORC2_1\Shadows\Shadows.ini
      In [Main],
      Player1stShadow to 0
      In [Exteriors]
      Samples to 1
      In [ExteriorsNear]
      Every setting except ShadowMapSize and ShadowMapRadius to 0
      ShadowMapSize to 1
      Do not touch ShadowMapRadius
      In [ExteriorsFar]
      Every setting except ShadowMapSize and ShadowMapRadius to 0
      ShadowMapSize to 1
      Do not touch ShadowMapRadius
      In [ExteriorsLOD]
      ShadowMapsize to 1
      Do not touch ShadowMapRadius
      Enabled to 0


      To be clear the goal of the settings I have listed is not to optimize shadows, but to make to allow using the Skin Shader without the visuals of the shadows feature and only a minor performance cost.
    4. vhdv
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      I agree that it would be nice to be able to use the skin shaders on their own. As far as I can tell they don't really seem to need shadows to be on, as if you edit shadow settings to have no visual impact the skin shaders still work, though perhaps I don't understand how it works well enough to see how they are connected.

      I did come up with a decent way to avoid the visual impact and most of the performance cost of shadows in order to use the skin shader. I should say that I tested a similar setup days ago and it had issues with performance spikes when looking in certain directions, but that does not seem to be happening with my current setup.

      Here are the details if you are interested:
      Spoiler:  
      Show
      Go to OBSE\Plugins\ORC2_1.ini
      In [Shaders]
      Skin to 1
      Shadows to 1
      You may also want to test turning on ShadowsTweaks in the [PotatoPC]
      section if you have it off. I haven't tested its impacts because it is
      on by default.

      Go to Shaders\ORC2_1\Shadows\Shadows.ini
      In [Main],
      Player1stShadow to 0
      In [Exteriors]
      Samples to 1
      In [ExteriorsNear]
      Every setting except ShadowMapSize and ShadowMapRadius to 0
      ShadowMapSize to 1
      Do not touch ShadowMapRadius
      In [ExteriorsFar]
      Every setting except ShadowMapSize and ShadowMapRadius to 0
      ShadowMapSize to 1
      Do not touch ShadowMapRadius
      In [ExteriorsLOD]
      ShadowMapsize to 1
      Do not touch ShadowMapRadius
      Enabled to 0


      To be clear the goal of the settings I have listed is not to optimize shadows, but to make to allow using the Skin Shader without the visuals of the shadows feature and only a minor performance cost.