Q: This mod is not working/I can't see any shadows (or some variation thereof)! A: Make sure you read the readMe thoroughly and configure the INI settings as instructed (the collaboration spreadsheet is a good starting point). If you aren't seeing any shadows, make sure you've got them enabled in the Video settings.
If you've still got issues, post a report in the discussion thread (linked in the Mirrors section) - That's the only place I shall be providing support. The report should include the contents of the 'shadeMe.log' file (found in the same folder as Oblivion.exe), shadeMe.ini and ShadowRenderConstants.ini.
Q: Is this plugin compatible with mod X? A: Probably yes. You'll need to try it out yourself to find out. In any event, potential incompatibilities won't result in any game breaking bugs.
Q: Is this plugin compatible with graphics mod Y? A: Refer to #1.
Q: Is this plugin compatible with ENB Series mods? A: Yes, as long as you are using the latest version. However, ENB's enhanced shadow blurring feature seems to cause shadow artifacts (at least on my end).
Q: Is this plugin compatible with OBGE? A: Ought to be. Yet again, refer to #1.
Q: What's the performance/FPS hit? A: Dunno - This is very much dependent on your mods and system specs. On my end, the FPS hit wasn't noticeable as long as there weren't too may exterior shadows. FPS hit in interiors is mostly negligible. Don't forget to disable the 'Shadows on Grass' option in the Video settings though.
Q: Can this be ported to Fallout 3/New Vegas? A: Someone else is going to have to do it - I personally have neither the time nor the interest to do it myself. If you are interested in taking up the torch, send me a PM.
Fair warning: It won't be an easy task. There have been many a request for the plugin's source code in the past, but none of the attempts have come to fruition (AFAIK).
This plugin was the precursor to Oblivion Reloaded's shadows and has since been overtaken by it. OR's implementation is, for all intents and purposes, superior to this plugin's.
Sup guys. So I am curious if this mod could remedy the flickering shadows with ORC193 (using both mods together)... And if so, would it be a thousand steps and difficult to implement. Only replacing Oblivion Reloaded Combines shadow system with the one from this?
Sartakpai wrote: Causes CTD for me when entering certain locations. CTD instantly after loading screen appeares. Why ShadeMe? Because Windows error message pops up. Never could read it, because it's hidden beneath black screen, but I managed to saw something referring to C++. So perhaps is't just a code bug
I also have this issue. Specifically I keep crashing when returning from the painting world in the quest "A Brush with Death." This is the error message Edit: also continues when coc is used out of that cell
Since it mentions Visual C++ all I can think of is to install the latest Visual C++ Runtime and see if it helps. You need to install both the x86 and x64 versions. The installers can be downloaded here:
Having the same issue here. I installed both versions and restarted, same problem. I made no modifications to the starter ini files, and it's still not working.
Several people have recently reported this, but I can't reproduce it here. Since it's just cropped up, I wonder if a recent Windows Update or display driver update is causing it.
It's a failing assertion inside shadeMe code. It seems to happen when certain Mesh (maybe with slight corrupted metadata) are installed. The only solution is to understand which meshes cause this, and remove them or patch ShadeMe to remove this assertion.
Apparently there is a sort of conflict between ShadeMe, Shademe Enhanced and Kvatch Rebuilt, Illde wrote about this in KR sticky comment. Direct link: https://forums.nexusmods.com/index.php?/topic/50198-kvatch-rebuilt/page-426#entry63991386
Update: Earlier this year, I buggered about with a workaround for the dreaded "additive shadows" limitation. It works by clustering nearby shadow casters into a single "volume" during the shadow map pass. However, even after a significant amount of tweaking, I couldn't get it to a state that I could personally call "usable".
If there's interest in trying out this new build, I can package it and release it as a beta build. Bug reports are welcome, but I'm probably not going to work on it anymore (mostly because there isn't much else I can do about it).
This is a bit of a long shot [I know], but could you possibly convert this mod to work with Fallout New Vegas? I've seen countless unanswered Forum Topics all over the internet for years to this effect, and every single one of those requests have seen no response whatsoever from anyone currently developing an environmental dynamic shadow mod. I've heard that converting OBSE mods are fairly simple but I have neither the knowledge base nor experience to say whether this is true or not.
I'm afraid this is unlikely to happen at this point - While I personally have no interest in porting it myself, there have been multiple requests for the source code in order to port it to Fallout 3/NV. Unfortunately, none of them have come to fruition (as far as I know).
Enb for Fallout 3/NV already offers a far more polished/stable dynamic shadow implementation, check it out: http://enbdev.com/download_mod_falloutnv.htm
I'm currently attempting to do just that. Unfortunately, my setup isn't quite working well with the ENB, so I'm getting a lot of aliasing while moving and am in talks with Boris to try and figure it out.
I read online that there's a "way" to add Stencil shadows to the game geometry, but I'm kind of a novice when it comes to writing or even understanding Shaders.
I'm currently attempting to do just that. Unfortunately, my setup isn't quite working well with the ENB, so I'm getting a lot of aliasing while moving and am in talks with Boris to try and figure it out.
I read online that there's a "way" to add Stencil shadows to the game geometry, but I'm kind of a novice when it comes to writing or even understanding Shaders.
It seems to me that direct port is impossible because New Vegas engine indeed no longer have those functions to call to draw shadows Oblivion engine still had and Toddtesda just forgot to cut them. But that's just pessimistic. NVSE+JIP+Lutana might not have those OBSE functions or they're named differently. Still, I'd also like to dig into source code.
Yeah. I hope maybe JIP+Lutana NVSE have those functions somehow added to maybe remake this using them.
Unfortunately, the ENB is not an option for me, as the AntiAliasing is much worse than even Vanilla. Most people just ignore it by removing Aliasing through brute force, but I'd prefer to just have good AA and environmental shadows..
I've done a fork of this plugin which fixes the major problem of disappearing shadows when turning and adds a few extras. Check out shadeMe Enhanced here on the Nexus at http://www.nexusmods.com/oblivion/mods/47779.
Sartakpai wrote: Causes CTD for me when entering certain locations. CTD instantly after loading screen appeares. Why ShadeMe? Because Windows error message pops up. Never could read it, because it's hidden beneath black screen, but I managed to saw something referring to C++. So perhaps is't just a code bug
I also have this issue. Specifically I keep crashing when returning from the painting world in the quest "A Brush with Death." This is the error message Edit: also continues when coc is used out of that cell
Since it mentions Visual C++ all I can think of is to install the latest Visual C++ Runtime and see if it helps. You need to install both the x86 and x64 versions. The installers can be downloaded here:
I had those files already so I chose to "repair" them. I reset my computer and tried again, but sadly the problem remains the same.
Edit: I recopied the shademe starter ini files into my plugins and it has stopped crashing for now. I must've changed something that shademe / microsoft c++ didn't appreciate. So far so good, but I'll let you know if the problem resurfaces
234 comments
Q: This mod is not working/I can't see any shadows (or some variation thereof)!
A: Make sure you read the readMe thoroughly and configure the INI settings as instructed (the collaboration spreadsheet is a good starting point). If you aren't seeing any shadows, make sure you've got them enabled in the Video settings.
If you've still got issues, post a report in the discussion thread (linked in the Mirrors section) - That's the only place I shall be providing support. The report should include the contents of the 'shadeMe.log' file (found in the same folder as Oblivion.exe), shadeMe.ini and ShadowRenderConstants.ini.
Q: Is this plugin compatible with mod X?
A: Probably yes. You'll need to try it out yourself to find out. In any event, potential incompatibilities won't result in any game breaking bugs.
Q: Is this plugin compatible with graphics mod Y?
A: Refer to #1.
Q: Is this plugin compatible with ENB Series mods?
A: Yes, as long as you are using the latest version. However, ENB's enhanced shadow blurring feature seems to cause shadow artifacts (at least on my end).
Q: Is this plugin compatible with OBGE?
A: Ought to be. Yet again, refer to #1.
Q: What's the performance/FPS hit?
A: Dunno - This is very much dependent on your mods and system specs. On my end, the FPS hit wasn't noticeable as long as there weren't too may exterior shadows. FPS hit in interiors is mostly negligible. Don't forget to disable the 'Shadows on Grass' option in the Video settings though.
Q: Can this be ported to Fallout 3/New Vegas?
A: Someone else is going to have to do it - I personally have neither the time nor the interest to do it myself. If you are interested in taking up the torch, send me a PM.
Fair warning: It won't be an easy task. There have been many a request for the plugin's source code in the past, but none of the attempts have come to fruition (AFAIK).
I also have this issue. Specifically I keep crashing when returning from the painting world in the quest "A Brush with Death."
This is the error message
Edit: also continues when coc is used out of that cell
https://www.microsoft.com/en-us/download/details.aspx?id=53840
The only solution is to understand which meshes cause this, and remove them or patch ShadeMe to remove this assertion.
For ShadeMe, it's CTD in Ayleid ruin.
If there's interest in trying out this new build, I can package it and release it as a beta build. Bug reports are welcome, but I'm probably not going to work on it anymore (mostly because there isn't much else I can do about it).
Edit: http://www.nexusmods.com/oblivion/mods/47779 seems to be an enhanced beta build.
I read online that there's a "way" to add Stencil shadows to the game geometry, but I'm kind of a novice when it comes to writing or even understanding Shaders.
I read online that there's a "way" to add Stencil shadows to the game geometry, but I'm kind of a novice when it comes to writing or even understanding Shaders.
Sorry, Accidental Double-Post
Unfortunately, the ENB is not an option for me, as the AntiAliasing is much worse than even Vanilla. Most people just ignore it by removing Aliasing through brute force, but I'd prefer to just have good AA and environmental shadows..
I also have this issue. Specifically I keep crashing when returning from the painting world in the quest "A Brush with Death."
This is the error message
Edit: also continues when coc is used out of that cell
Since it mentions Visual C++ all I can think of is to install the latest Visual C++ Runtime and see if it helps. You need to install both the x86 and x64 versions. The installers can be downloaded here:
https://www.microsoft.com/en-us/download/details.aspx?id=53840
I had those files already so I chose to "repair" them. I reset my computer and tried again, but sadly the problem remains the same.
Edit: I recopied the shademe starter ini files into my plugins and it has stopped crashing for now. I must've changed something that shademe / microsoft c++ didn't appreciate. So far so good, but I'll let you know if the problem resurfaces